Expanded Character Options

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Expanded Character Options

Contents

Character Creation Rules

Contents

Rules for Character Creation

Building your Character: Check List
# Factor
01. Ask your DM for the starting level and fill in your experience points (see Character Advancement table)
02. Choose a character name
03. Choose a race (and subrace, as appropriate) and fill in your racial traits
04. Choose a class (and subclass, as appropriate) and fill in your class features
05. Fill in your experience points and proficiency bonus (see Character Advancement table)
06. Generate your ability scores via rolling (4d6, drop lowest, reroll 1s) or point buy (27 points, see Ability Score Point Cost table)
07. Generate your hit point maximum and write down your hit dice (see Hit Points and Multiclassing table)
08. Calculate your Armor Class / AC (see Armor table)
09. Write down your saving throw, armor, shield and weapon proficiencies from your class (see Classes & Proficiencies table)
10. Calculate your proficiency points (7 + your intelligence modifier) and spend them on proficiencies of your choice (see Proficiency Points table)
11. Spend your proficiency points (skills, languages, tools, etc) as appropriate
12. Write down your walking speed (race)
13. Write down your initiative bonus (= your dexterity modifier) and passive perception (10 + your perception bonus)
14. Choose an alignment, two personality traits, one ideal, one bond and one flaw
15. Choose a background trait and fill in your background trait
16. Choose your equipment from the Starting Equipment table or buy your own equipment (5d4 x 10 gp)
17. If your character has the Spellcasting or Pact Magic feature, choose the spells you know and write down which and how many spell slots you have, as appropriate. If your race gives you the ability to cast spells, fill them in as well.
18. Write down your weapon attack bonus (your strength or dexterity modifier + your proficiency bonus).
19. Write down your spell attack bonus (your spellcasting ability modifier + your proficiency bonus) and your spell saving DC (10 + your spellcasting ability modifier + your proficiency bonus).
20. Check if you filled in everything in this list, and if you filled in everything, let your DM look it over.
Ability Score Point Cost (Point Buy)
Score Cost Score Cost
08 0 12 4
09 1 13 5
10 2 14 7
11 3 15 9
Ability Scores and Modifiers
Score Cost Score Cost
01 -5 16 - 17 +3
02 - 03 -4 18 - 19 +4
04 - 05 -3 20 - 21 +5
06 - 07 -2 22 - 23 +6
08 - 09 -1 24 - 25 +7
10 - 11 +0 26 - 27 +8
12 - 13 +1 28 - 29 +9
14 - 15 +2 30 +10
Character Advancement
Level Experience Points Proficiency Bonus
01 0 +2
02 300 +2
03 900 +2
04 2,700 +2
05 6,500 +3
06 14,000 +3
07 23,000 +3
08 34,000 +3
09 48,000 +4
10 64,000 +4
11 85,000 +4
12 100,000 +4
13 120,000 +5
14 140,000 +5
15 165,000 +5
16 195,000 +5
17 225,000 +6
18 265,000 +6
19 305,000 +6
20 355,000 +6

Contents

Alignment

A typical creature in the worlds of Dungeons & Dragons has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

Alignment

Alignment Description
Lawful good (LG) Lawful good creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
Neutral good (NG) Neutral good folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
Chaotic good (CG) Chaotic good creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
Lawful Neutral (LN) Lawful neutral individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
Neutral (N) Neutral is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
Chaotic neutral (CN) Chaotic neutral creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
Lawful evil (LE) Lawful evil creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
Neutral evil (NE) Neutral evil is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil.
Chaotic evil (CE) Chaotic evil creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

Ability Score Increases

When determining your ability scores, you increase one of of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. Whichever scores you decide to increase, none of the scores can be raised above 20.

Proficiencies and Proficiency Points


All characters are proficient in the Common language and simple weapons.


You gain a number of proficiency points equal to 7 + your intelligence modifier. These proficiency points can be used to gain choice proficiencies in any combination, as described below. You can spend these points directly at character creation, or as part of a downtime activity. It takes a week of downtime per proficiency point spent to gain a proficiency.


Expertise in a skill or tool lets you add twice your proficiency bonus to the appropriate ability check, instead of once. You don't need to have proficiency in a skill or tool to gain expertise in it. If you already proficient in a skill or tool, expertise costs only 1 point instead.


Each of the following options will cost you proficiency points to gain, and you can choose the same option multiple times:

Proficiency Points
Proficiency Cost
a common language of your choice 1
a skill proficiency of your choice 1
a set of artisan's tools of your choice 1
a gaming set of your choice 1
a musical instrument of your choice 1
a disguise kit 1
a forgery kit 1
a herbalism kit 1
a poisoner's kit 1
a navigator's tool set 1
a thieves' tool set 1
land vehicles 1
water vehicles 1
expertise in a skill proficiency of your choice 2
expertise in a tool proficiency of your choice 2
a martial weapon of your choice 2
an exotic language of your choice 2
a secret language of your choice 3

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Skills

Ability Score Skill
Strength Athletics
Dexterity Acrobatics
Dexterity Sleight of Hand
Dexterity Stealth
Intelligence Arcana
Intelligence History
Intelligence Investigation
Intelligence Nature
Intelligence Religion
Ability Score Skill
Wisdom Animal Handling
Wisdom Insight
Wisdom Medicine
Wisdom Perception
Wisdom Survival
Charisma Deception
Charisma Intimidation
Charisma Performance
Charisma Persuasion

Common Languages

Languages Typical Speakers Script
Common Humans Common
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Ogres, giants Dwarvish
Gith Githyanki, Githzerai Gith
Gnomish Gnomes Dwarvish
Goblin Goblinoids Dwarvish
Halfling Halflings Common
Orc Orcs Dwarvish

Exotic languages

Languages Typical Speakers Script
Abyssal Demons, cultists Infernal
Beast Speech Beastfolk, lycanthropes Dwarvish
Celestial Celestials, clerics Celestial
Draconic Dragons, dragonborn Draconic
Deep Speech Mind flayers, beholders ---
Infernal Devils, cultists Infernal
Primordial Elementals, beastfolk Dwarvish
Sylvan Fey creatures, elves Elvish
Undercommon Underdark traders Elvish

Secret Languages

Languages Typical Speakers Script
Druidic Druids, rangers ---
Mages' Cant Wizards, magi Dwarvish
Temple's Cant Clerics, paladins Celestial
Thieves' Cant Thieves, gang members ---
Sign language Mercenaries, drow ---
Ulvan Giantfolk, wolves Dwarvish

Tools

Name Cost Weight
Artisan's tools
Alchemist supplies 50 gp 8 lb.
Brewer's supplies 20 gp 9 lb.
Calligrapher's supplies 10 gp 5 lb.
Carpenter's tools 8 gp 6 lb.
Cartographer's tools 15 gp 6 lb.
Cobbler's tools 5 gp 5 lb.
Cook's utensils 1 gp 8 lb.
Glassblower's tools 30 gp 5 lb.
Jeweler's tools 25 gp 2 lb.
Leatherworker's tools 5 gp 5 lb.
Mason's tools 10 gp 8 lb.
Painter's supplies 10 gp 5 lb.
Potter's tools 10 gp 3 lb.
Smith's tools 20 gp 8 lb.
Tinker's tools 50 gp 10 lb.
Weaver's tools 1 gp 5 lb.
Woodcarver's tools 1 gp 5 lb.
Disguise kit 25 gp 3 lb.
Forgery kit 15 gp 5 lb.
Gaming set
Dice set 1 sp ---
Dragon chess set 1 gp 1/2 lb.
Playing card set 5 sp ---
Three-Dragon Ante set 1 gp ---
Herbalism kit 5 gp 3 lb.
Musical instruments
Bagpipes 30 gp 6 lb.
Drum 6 gp 3 lb.
Dulcimer 25 gp 10 lb.
Flute 2 gp 1 lb.
Lute 35 gp 2 lb.
Lyre 30 gp 2 lb.
Horn 3 gp 2 lb.
Pan flute 12 gp 2 lb.
Shawm 2 gp 1 lb.
Viol 30 gp 1 lb.
Navigator's tools 25 gp 2 lb.
Poisoner's kit 50 gp 2 lb.
Thieves' tools 25 gp 1 lb.
Vehicles (Land or Water) ° °

Contents

Classes, Hit Points & Proficiencies

Class Primary Ability Saving Throw Proficiencies Light armor and shields Medium armor and shields Heavy armor and shields Martial weapons Hit die Hit Points at 1st level Hit Points at higher levels Ability Score Minimum Proficiency gained by Multiclassing
Artificer Intelligence Constitution & Intelligence + + 1d8 8 + CON 1d8 (or 5) + CON Intelligence 13
Barbarian Strength Strength & Constitution + + + 1d12 12 + CON 1d12 (or 7) + CON Strength 13 Martial Weapons
Bard Charisma Dexterity & Charisma + 1d8 8 + CON 1d8 (or 5) + CON Charisma 13
Cleric Wisdom Wisdom & Charisma + + 1d8 8 + CON 1d8 (or 5) + CON Wisdom 13
Druid Wisdom Intelligence & Wisdom + + 1d8 8 + CON 1d8 (or 5) + CON Wisdom 13
Fighter Strength or Dexterity Strength & Constitution + + + + 1d10 10 + CON 1d10 (or 6) + CON Constitution 13 Martial Weapons
Magus Strength & Intelligence Constitution & Intelligence + + + + 1d10 10 + CON 1d10 (or 6) + CON Intelligence 13 Martial Weapons
Monk Strength & Wisdom Strength & Wisdom + + + 1d10 10 + CON 1d10 (or 6) + CON Wisdom 13 Martial Weapons
Occultist Wisdom Wisdom & Charisma + 1d6 6 + CON 1d6 (or 4) + CON Wisdom 13
Paladin Strength & Charisma Wisdom & Charisma + + + + 1d10 10 + CON 1d10 (or 6) + CON Charisma 13 Martial Weapons
Ranger Dexterity & Wisdom Strength & Dexterity + + + + 1d10 10 + CON 1d10 (or 6) + CON Wisdom 13 Martial Weapons
Rogue Dexterity Dexterity & Intelligence + + + 1d10 10 + CON 1d10 (or 6) + CON Dexterity 13 Martial Weapons
Sorcerer Constitution Constitution & Charisma 1d6 6 + CON 1d6 (or 4) + CON Charisma 13
Warlock Intelligence Wisdom & Charisma + 1d8 8 + CON 1d8 (or 5) + CON Charisma 13
Wizard Intelligence Intelligence & Wisdom 1d6 6 + CON 1d6 (or 4) + CON Intelligence 13

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Starting Equipment

Starting Equipment

When creating your character, you can roll your starting gold (5d4 x 10 gp) and buy your equipment or you can start with the choosing one option from each list in the Starting Equipment table. You don't gain any equipment from your class or background. You must be proficient in a weapon, armor or shield to choose it. For example, you cannot take a medium shield if you aren't proficient in it.

List Option A Option B Option C Option D Option E Option F Option G Option H Option I Option J
#1 one simple or martial melee weapon worth less than 100 gp two daggers two handaxes two light hammers two brass knuckles two clubs two sickles two shortspears two javelins a medium shield
#2 one simple or martial melee weapon worth less than 100 gp a light crossbow and 20 bolts a shortbow and a quiver of 20 arrows 10 darts a sling and 20 sling bullets a net 5 throwing knives 5 throwing stars two javelins a light shield
#3 an arcane robe a leather armor a chain shirt a chain mail a spell book two daggers two handaxes two light hammers two javelins a hidden knife
#4 a burglar's pack a diplomat's pack a dungeoneer's pack an entertainer's pack an explorer's pack a hunter's pack a priest's pack a rider's pack a scholar's pack a set of artisan's tools
#5 a component pouch a spellcasting focus a potion of healing 10 days of rations a gaming set a musical instrument a healer's kit a climber's kit a pet (Small or smaller CR 0 beast) a crude map of the region or city you're in
#6 a set of common clothes a set of fine clothes a set of traveler's clothes a set of costume clothes a set of dark clothes including a hood a uniform a set of scholar's robes a set of artisan's clothing a set of merchant's clothing a set of spiked clothing
#7 a set of artisan's tools a disguise kit a forgery kit a gaming set a herbalism kit a musical instrument a set of navigator's tools a poisoner's kit a set of thieves' tools a pouch with 20 gp

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Background Traits

Adept Linguist


You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level.

All Eyes on You


Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.


You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Bad Reputation


No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Ballad of the Minstrel


You know how to find a hideout. In any city of 10,000 people or more, you can play a song in a major tavern or inn. A member of your college will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion.

This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny.

City Secrets


You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Court Functionary


Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Cult Network


You know the locations of your cult’s safehouses, shrines, and sanctums in many settlements and wilderness areas. In such a network, you can find at least one loyal member of the cult, who can provide food and a safe place to rest for you and up to six people that you vouch for. Large cities always have a safehouse, while smaller settlements are 50% likely to have one. Remote wilderness areas have one safehouse in any 100-square-mile area. If you have left the cult, you can use the safehouse, drawing attention from the cult only 50% of the time.

Criminal Contact


You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

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Discovery


The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.


Work with your DM to determine the details of your discovery and its impact on the campaign.

Down Low


You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

Dual Personalities


Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weaknesses, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.

Ear to the Ground


You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Echoes of Victory


You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.


Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Player's Handbook.

False Identity


You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Feywild Connection


Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

Guild Membership


As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.


Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.


You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

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Harvest the Water


You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

Heart of Darkness


Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Historical Knowledge


When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

I'll Patch It!


Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.

Inheritance


Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.


The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.


When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

d8 Loot
1 A document such as a map, a letter, or a journal
2 a trinket (see "Trinkets" in chapter 5 of the Player's Handbook)
3 an article of clothing
4 a piece of jewelry
5 an arcane book or formulary
6 a written story, song, poem, or secret
7 a tattoo or other body marking
8 a unique simple or martial weapon worth 100 gp

Knightly Regard


You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.


This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Legalese


Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment.

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Mercenary Life


You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

Military Rank


You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Never Tell Me the Odds


Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.

Official Inquiry


You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

Position of Privilege


Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Respect of the Stout Folk


As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.

Researcher


When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Respect of the Stout Folk


As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.

Retainers


You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).


Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Rustic Hospitality


Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

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Safe Haven


As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Shadow Network


You have access to an assassin's shadow network, which allows you to communicate with other members of your order over long distances. If you write a letter in a special arcane ink, address it to a member, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to.

The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page.

Shelter of the Faithful


As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.


You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Ship's Passage


When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Spy Contact


You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Steady


You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.

Supply Chain


From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.

Wanderer


You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Watcher's Eye


Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Contents

Equipment

Contents

Armor

Armor

Armor Cost Armor Class (AC) Strength Stealth Damage Weight
No Armor
Base Armor Class 10 + Dex modifier
Natural Armor 13 + Con modifier
Unarmored Defense (Barbarian) 10 + Dex modifier + Con modifier
Unarmored Defense (Monk) 10 + Dex modifier + Wis modifier
Spiked Clothing 20 gp --- --- --- 1d4 piercing 3 lb.
Light Armor
Padded 5 gp 10 + Dex Modifier (min 1) --- --- --- 4 lb.
Leather 50 gp 11 + Dex modifier --- --- --- 10 lb.
Studded Leather 100 gp 12 + Dex modifier --- --- --- 13 lb.
Brigandine 200 gp 13 + Dex modifier --- --- --- 15 lb.
Light Spiked 300 gp 14 + Dex modifier Str 11 --- 1d6 piercing 18 lb.
Light Carapace 500 gp 15 + Dex modifier Str 11 --- --- 20 lb.
Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) --- --- --- 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) --- --- --- 20 lb.
Scale mail 100 gp 14 + Dex modifier (max 2) --- Disadvantage --- 45 lb.
Breastplate 200 gp 14 + Dex modifier (max 2) --- --- --- 20 lb.
Half plate 300 gp 15 + Dex modifier (max 2) --- Disadvantage --- 40 lb.
Laminar plate 450 gp 15 + Dex modifier (max 2) --- --- --- 35 lb.
Medium Spiked 600 gp 16 + Dex modifier (max 2) Str 13 Disadvantage 1d8 piercing 45 lb.
Medium Carapace 750 gp 17 + Dex modifier (max 2) Str 13 Disadvantage --- 50 lb.
Heavy Armor
Ring Mail 50 gp 14 --- Disadvantage --- 40 lb.
Chain mail 250 gp 16 Str 13 Disadvantage --- 55 lb.
Splint 500 gp 17 Str 15 Disadvantage --- 60 lb.
Plate 750 gp 18 Str 15 Disadvantage --- 65 lb.
Lamellar plate 1000 gp 18 Str 15 --- --- 60 lb.
Heavy Spiked 1250 gp 19 Str 17 Disadvantage 1d10 piercing 70 lb.
Heavy Carapace 1500 gp 20 Str 17 Disadvantage --- 75 lb.
Robes
Arcane Robes 50 gp 11 + spellcasting modifier --- --- --- 6 lb.
Ritual Robes 500 gp 12 + spellcasting modifier --- --- --- 4 lb.
Eldritch Robes 1000 gp 13 + spellcasting modifier --- --- --- 5 lb.
War Robes 2500 gp 14 + spellcasting modifier --- --- --- 8 lb.
Master Robes 5000 gp 15 + spellcasting modifier --- --- --- 7 lb.

Contents

Armor Cost Armor Class (AC) Strength Perception Stealth Damage Weight
Bracers
Bracers 10 gp +1 Str 13 --- --- --- 4 lb.
Helmets
Helmet 10 gp +1 --- Disadvantage --- --- 2 lb.
Shields
Light 10 gp +1 --- --- --- 1d4 bludgeon 2 lb.
Medium 50 gp +2 Str 15 --- --- 1d6 bludgeon 6 lb.
Heavy 100 gp +3 Str 17 --- Disadvantage 1d8 bludgeon 9 lb.

Contents

Weapons


Damage types. If a weapon can deal multiple damage types, they will be abbreviated as follows (to save space): B for bludgeoning, C for cold, F for fire, L for lightning, P for piercing, and S for slashing damage.

Melee Weapons

Name Cost Damage Weight Properties
Simple Melee Weapons
Arming sword 1 gp 1d6 slashing 3 lb. Adaptable, light
Brass knuckles 5 gp 1d4 bludgeoning 1 lb. Glove, light, nimble
Club 1 sp 1d4 bludgeoning 2 lb. Brawler, light, versatile (1d6)
Dagger 2 gp 1d4 piercing 1 lb. Execute, finesse, light, thrown (range 20/60)
Greatclub 2 sp 2d4 bludgeoning 10 lb. Brawler, heavy, two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, nimble, thrown (range 20/60)
Hidden knife 25 gp 1d4 piercing 1 lb. Execute, finesse, glove, hidden, light
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120), versatile (1d8)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Bludgeon, light, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Demolish, versatile (1d8)
Natural weapons --- 1d6 B/P/S* --- Light
Pickaxe 1 gp 1d4 piercing 5 lb. Demolish, momentum (2d)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Agile, versatile (1d8)
Scythe 5 gp 2d4 slashing 5 lb. Heavy, reach, two-handed
Sickle 1 gp 1d4 slashing 2 lb. Disarm, light, finesse
Shortspear 1 gp 1d6 piercing 3 lb. Finesse, thrown (range 20/60), versatile (1d8)
Unarmed Strike --- 1d1 bludgeoning --- Light
Martial Melee Weapons
Bastard sword 30 gp 1d10 slashing 6 lb. Heavy, versatile (1d12)
Battleaxe 10 gp 1d8 slashing 4 lb. Lacerate, versatile (1d10)
Bearing axe 750 gp 2d12 slashing 25 lb. Heavy, lacerate, reach, two-handed, unwieldy
Bearing hammer 750 gp 4d6 bludgeoning 65 lb. Bludgeon, heavy, reach, two-handed, unwieldy
Bearing spear 750 gp 3d8 piercing 15 lb. Heavy, penetrate, reach, two-handed, unwieldy
Bearing sword 750 gp 4d6 slashing 50 lb. Adaptable, heavy, reach, two-handed, unwieldy
Bearing scythe 750 gp 6d4 slashing 15 lb. Finesse, heavy, reach, two-handed, unwieldy
Broadsword 30 gp 2d4 slashing 4 lb. Defensive, flexible (1d4)
Chain sickle 5 gp 1d6 slashing 4 lb. Finesse, flexible (1d6), reach, two-handed, variable
Chain club 5 gp 1d6 bludgeoning 4 lb. Bludgeon, finesse, flexible (1d6), two-handed
Crossknife 25 gp 1d6 piercing 3 lb. Execute, finesse, light, thrown (range 20/60)
Cutlass 25 gp 1d8 slashing 2 lb. Finesse, swift
Double-bladed scimitar 100 gp 2d4 slashing 6 lb. Deflect, finesse, flexible (1d4), two-handed
Double-headed axe 100 gp 1d6 slashing 10 lb. Flexible (1d6), heavy, lacerate, two-handed
Double-headed hammer 100 gp 1d6 bludgeoning 10 lb. Bludgeon, flexible (1d6), heavy, two-handed
Double-headed spear 100 gp 1d6 piercing 6 lb. Finesse, flexible (1d6), reach, two-handed
Estoc 25 gp 1d8 piercing 2 lb. Finesse, penetrate
Flail 10 gp 1d8 bludgeoning 2 lb. Bypass, versatile (1d10)

Contents

Name Cost Damage Weight Properties
Gauntlet, clawed 5 gp 1d6 slashing 2 lb. Finesse, glove, lacerate, light
Gauntlet, spiked 5 gp 1d6 piercing 1 lb. Finesse, glove, light, penetrate
Gauntlet, weighted 5 gp 1d6 bludgeoning 2 lb. Finesse, bludgeon, glove, light
Glaive 20 gp 1d10 slashing 6 lb. Finesse, heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, lacerate, momentum (2d12), two-handed
Greatspear 30 gp 1d12 piercing 7 lb. Heavy, momentum (2d12), penetrate, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Adaptable, heavy, momentum (3d6), two-handed
Greatscythe 40 gp 3d4 slashing 10 lb. Heavy, reach, two-handed
Halberd 20 gp 2d6 slashing 6 lb. Heavy, reach, two-handed, variable
Harpoon 35 gp 1d12 piercing 6 lb. Liquidate, thrown (range 20/60)
Hidden blade 25 gp 1d6 piercing 2 lb. Execute, finesse, hidden, light
Katana 25 gp 1d8 slashing 3 lb. Deflect, finesse, versatile (1d10)
Khopesh 25 gp 1d6 slashing 3 lb. Disarm, finesse, light
Lance 20 gp 1d8 piercing 6 lb. Mount, reach
Longspear 25 gp 1d8 piercing 9 lb. Heavy, reach, thrown (range 20/60), versatile (1d10)
Longsword 15 gp 1d8 slashing 3 lb. Adaptable, versatile (1d10)
Maul 10 gp 1d12 bludgeoning 10 lb. Bludgeon, heavy, momentum (2d12) two-handed
Morningstar 15 gp 1d8 piercing 4 lb. Penetrate, versatile (1d10)
Parrying dagger 15 gp 1d4 piercing 1 lb. Disarm, finesse, light, parry
Pike 5 gp 1d10 piercing 18 lb. Heavy, momentum (2d10), reach, two-handed
Pistol blade 50 gp 1d8 piercing 4 lb. Finesse, special
Polehammer 5 gp 2d6 bludgeoning 18 lb. Bludgeon, heavy, reach, two-handed
Quadflail 500 gp 1d4 bludgeoning 8 lb. Bypass, heavy, special, unwieldy
Rapier 25 gp 1d8 piercing 2 lb. Defensive, finesse
Riding hammer 20 gp 1d8 bludgeoning 5 lb. Mount, versatile (1d10)
Saber 50 gp 1d8 slashing 4 lb. Finesse, mount
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light, nimble
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light, swift
Splitstaff 25 gp 1d8 bludgeoning 8 lb. Agile, heavy, reach, versatile (1d10)
Swordspear 10 gp 1d10 slashing 8 lb. Finesse, heavy, swift, two-handed
Trident 5 gp 1d8 piercing 4 lb. Liquidate, thrown (range 20/60), versatile (1d10)
Twin clubs 1 gp 1d4 bludgeoning 4 lb. Defensive, disarm, deflect, flexible (1d4), two-handed
War pick 5 gp 1d8 piercing 2 lb. Demolish, versatile (1d10)
Warhammer 15 gp 1d8 bludgeoning 2 lb. Bludgeon, versatile (1d10)
Warclub 15 gp 3d4 bludgeoning 15 lb. Brawler, heavy, two-handed
Whip 2 gp 1d4 piercing 3 lb. Disarm, finesse, light, reach
Whipblade 25 gp 1d4 slashing 3 lb. Drag, finesse, light, return, thrown (range 20/60)
Whipdart 25 gp 1d4 piercing 3 lb. Covert, finesse, light, return, thrown (range 20/60)
Whipmace 25 gp 1d4 bludgeoning 3 lb. Finesse, light, push, return, thrown (range 20/60)

Contents

Ranged Weapons

Name Cost Damage Weight Properties
Simple Ranged Weapons
Blowgun 10 gp 1d1 piercing 1 lb. Ammunition (range 25/100), covert, loading
Chained Weights 1 gp 1d4 bludgeoning 5 lb. thrown (range 30/120), special
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Covert, finesse, thrown (range 20/60)
Net 25 gp 1d4 bludgeoning 25 lb. Special, thrown (range 5/20)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning --- Ammunition (range 30/120)
Throwing knife 5 gp 1d6 piercing 1 lb. Finesse, thrown (range 20/60)
Throwing star 5 sp 1d4 slashing 1/2 lb. Finesse, thrown (range 30/120)
Martial Ranged Weapons (Mundane)
Bowblade 50 gp 1d6 piercing 4 lb. Ammunition (range 80/320), finesse, special, two-handed
Composite bow 50 gp 1d8 piercing 2 lb. Ammunition (range 100/400), finesse, heavy, two-handed
Crossbow, great 100 gp 1d12 piercing 10 lb. Ammunition (range 50/200), bulky, bypass, cumbersome, heavy, loading, two-handed
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Crossbow, hunter's 50 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, penetrate, two-handed
Crossbow, repeater 150 gp 1d6 piercing 7 lb. Ammunition (range 50/200), loading, repeater, two-handed
Greatbow 65 gp 1d10 piercing 5 lb. Ammunition (range 200/800), bulky, cumbersome, heavy, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Riding bow 50 gp 1d6 piercing 2 lb. Ammunition (range 50/200), mount, two-handed
War sling 10 gp 1d6 bludgeoning --- Ammunition (range 60/240)
Wristbow 100 gp 1d4 piercing 3 lb. Ammunition (range 30/120), glove, hidden, light, loading

Contents

Name Cost Damage Weight Properties
Martial Ranged Weapons (Firearms)
Blackpowder grenade 125 gp 4d6 fire 1 lb. Blackpowder, finesse, thrown (range 20/60), scatter (square 15)
Blunderbuss 500 gp 2d6 piercing 10 lb. Ammunition (range 20/60), blackpowder, cumbersome, loading, scatter (line 10), two-handed
Flame bellows 750 gp 3d6 fire 11 lb. Ammunition (range 15), cumbersome, loading, scatter (cone 15), two-handed
Frost bellows 750 gp 3d6 cold 11 lb. Ammunition (range 15), cumbersome, loading, scatter (cone 15), two-handed
Hidden pistol 500 gp 1d6 piercing 3 lb. Ammunition (range 15/60), blackpowder, glove, hidden, light, loading
Hunting rifle 500 gp 1d12 piercing 10 lb. Ammunition (range 100/400), blackpowder, loading, two-handed
Pistol 250 gp 2d4 piercing 4 lb. Ammunition (range 25/100), blackpowder, loading, light
Precision rifle 500 gp 1d10 piercing 10 lb. Ammunition (range 300/1200), blackpowder, loading, two-handed
Repeater rifle 500 gp 1d8 piercing 8 lb. Ammunition (range 50/200), blackpowder, repeater, two-handed
Storm bellows 750 gp 3d6 lightning 11 lb. Ammunition (range 15), cumbersome, loading, scatter (cone 15), two-handed

Contents

Adventuring Gear & Tools

Adventuring gear

Item Weight Cost
Abacus 2 gp 2 lb.
Acid (vial) 25 gp 1 lb.
Alchemist's Fire (flask) 50 gp 1 lb.
Antitoxin (vial) 50 gp ---
Backpack 2 gp 5 lb.
Ball bearings (bag of 1,000) 1 gp 2 lb.
Barrel 2 gp 70 lb.
Basket 4 sp 2 lb.
Bedroll 1 gp 7 lb.
Bell 1 gp ---
Blanket 5 sp 3 lb.
Block and tackle 1 gp 5 lb.
Book 25 gp 5 lb.
Bottle, glass 2 gp 2 lb.
Bucket 5 cp 2 lb.
Caltrops (bag of 20) 1 gp 2 lb.
Candle 1 cp ---
Case, crossbow bolt 1 gp 1 lb.
Case, map or scroll 1 gp 1 lb.
Chain (10 feet) 5 gp 10 lb.
Chalk (1 piece) 1 cp ---
Chest 5 gp 25 lb.
Climber's kit 25 gp 12 lb.
Crowbar 2 gp 5 lb.
Fishing tackle 1 gp 4 lb.
Flask or tankard 2 cp 1 lb.
Grappling hook 2 gp 4 lb.
Hammer 1 gp 3 lb.
Hammer, sledge 2 gp 10 lb.
Healer's kit 5 gp 3 lb.
Holy water (flask) 25 gp 1 lb.
Hourglass 25 gp 1 lb.
Hunting trap 5 gp 25 lb.
Ink (1 ounce bottle) 10 gp ---
Ink pen 2 cp ---
Jug or pitcher 2 cp 4 lb.
Ladder (10-foot) 1 sp 25 lb.
Lamp 5 sp 1 lb.
Lantern, bullseye 10 gp 2 lb.

 

Item Weight Cost
Lantern, hooded 5 gp 2 lb.
Lock 10 gp 1 lb.
Magnifying glass 100 gp ---
Manacles 2 gp 6 lb.
Mess kit 2 sp 1 lb.
Mirror, steel 5 gp 1/2 lb.
Oil (flask) 1 sp 1 lb.
Paper (one sheet) 2 sp ---
Parchment (one sheet) 1 sp ---
Perfume (vial) 5 gp ---
Pick, miner's 2 gp 10 lb.
Piton 5 cp 1/4 lb.
Poison, basic (vial) 100 gp ---
Pole (10-foot) 5 cp 7 lb.
Pot, iron 2 gp 10 lb.
Potion of healing 50 gp 1/2 lb.
Pouch 5 sp 1 lb.
Quiver 1 gp 1 lb.
Ram, portable 4 gp 35 lb.
Rations (1 day) 5 sp 2 lb.
Robes 1 gp 4 lb.
Rope, hempen (50 feet) 1 gp 10 lb.
Rope, silk (50 feet) 10 gp 5 lb.
Sack 1 cp 1/2 lb.
Scale, merchant's 5 gp 3 lb.
Sealing wax 5 sp ---
Shovel 2 gp 5 lb.
Signal whistle 5 cp ---
Signet ring 5 gp ---
Soap 2 cp ---
Spellbook 50 gp 3 lb.
Spikes, iron (10) 1 gp 5 lb.
Spyglass 1,000 gp 1 lb.
Tent, two person 2 gp 20 lb.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Vial 1 gp ---
Waterskin 2 sp 5 lb. (full)
Whetstone 1 cp 1 lb.

Contents

Ammunition

Name Cost Weight
Arrows (20) 1 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 2 lb.
Hand ballista bolts (20) 2 gp 10 lb.
Sling bullets (20) 4 cp 2 lb.
Paper cartridge bullets (20) 5 gp 2 lb.
Bellows canister (20) 10 gp 4 lb.

Spellcasting Focus

Name Cost Weight
Arcane Focus
Crystal 10 gp 1 lb.
Orb 20 gp 3 lb.
Rod 10 gp 2 lb.
Staff 5 gp 4 lb.
Wand 10 gp 1 lb.
Component Pouch 25 gp 2 lb.
Druidic Focus
Sprig of mistletoe 1 gp ---
Totem 1 gp ---
Wooden staff 5 gp 4 lb.
Yew wand 10 gp 1 lb.
Holy Symbol
Amulet 5 gp 1 lb.
Emblem 5 gp ---
Reliquary 5 gp 2 lb.
Occult Fetish
Feathered skull 12 gp 5 lb.
Bone pendant 16 gp 1 lb.
Piece of cloth with runes 4 gp 1/2 lb.
Shrunken head 8 gp 51 lb.
Spiritual Focus
Candle 1 gp 1 lb.
Crystal Ball 12 gp 5 lb.
Spirit Board 6 gp 2 lb.
Tarokka Deck 3 gp 1/2 lb.

Equipment Packs

Name Cost Content
Burglar's Pack 16 gp Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Diplomat's Pack 39 gp Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
Dungeoneer's Pack 12 gp Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Entertainer's Pack 40 gp Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Explorer's Pack 10 gp Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Hunter's pack 40 gp Includes a tent, a backpack, a bedroll, a mess kit, a hunting trap, a fishing tackle, a grappling hook, 10 torches, a tinder box, 10 days of rations, leatherworker's tools and a water skin. The pack also has 50 feet of hempen rope strapped to the side of it.
Priest's Pack 19 gp Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
Rider's Pack 80 gp Includes a draft horse, bit and bridle, a pack saddle, 5 days of animal feed, a blanket, a mess kit, 5 torches, a tinder box, 5 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Scholar's Pack 40 gp Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Contents

Tools

Name Cost Weight
Artisan's tools
Alchemist supplies 50 gp 8 lb.
Brewer's supplies 20 gp 9 lb.
Calligrapher's supplies 10 gp 5 lb.
Carpenter's tools 8 gp 6 lb.
Cartographer's tools 15 gp 6 lb.
Cobbler's tools 5 gp 5 lb.
Cook's utensils 1 gp 8 lb.
Glassblower's tools 30 gp 5 lb.
Jeweler's tools 25 gp 2 lb.
Leatherworker's tools 5 gp 5 lb.
Mason's tools 10 gp 8 lb.
Painter's supplies 10 gp 5 lb.
Potter's tools 10 gp 3 lb.
Smith's tools 20 gp 8 lb.
Tinker's tools 50 gp 10 lb.
Weaver's tools 1 gp 5 lb.
Woodcarver's tools 1 gp 5 lb.
Disguise kit 25 gp 3 lb.
Forgery kit 15 gp 5 lb.
Gaming set
Dice set 1 sp ---
Dragon chess set 1 gp 1/2 lb.
Playing card set 5 sp ---
Three-Dragon Ante set 1 gp ---
Herbalism kit 5 gp 3 lb.
Musical instruments
Bagpipes 30 gp 6 lb.
Drum 6 gp 3 lb.
Dulcimer 25 gp 10 lb.
Flute 2 gp 1 lb.
Lute 35 gp 2 lb.
Lyre 30 gp 2 lb.
Horn 3 gp 2 lb.
Pan flute 12 gp 2 lb.
Shawm 2 gp 1 lb.
Viol 30 gp 1 lb.
Navigator's tools 25 gp 2 lb.
Poisoner's kit 50 gp 2 lb.
Thieves' tools 25 gp 1 lb.
Vehicles (Land or Water) ° °

Mounts and Other Animals

Item Cost Speed Carrying Capacity
Camel 50 gp 50 ft. 480 lb.
Donkey or mule 8 gp 40 ft. 420 lb.
Elephant 200 gp 40 ft. 1,320 lb.
Horse, draft 50 gp 40 ft. 540 lb.
Horse, riding 75 gp 60 ft. 480 lb.
Horse, war 400 gp 60 ft. 540 lb.
Mastiff 25 gp 40 ft. 195 lb.
Pony 30 gp 40 ft. 225 lb.

Waterborne Vehicles

Item Cost Speed
Galley 30,000 gp 4 mph
Keelboat 3,000 gp 1 mph
Longship 10,000 gp 3 mph
Rowboat 50 gp 1 1/2 mph
Sailing ship 10,000 gp 2 mph
Warship 25,000 gp 2 1/2 mph

Tack, Harness, and Drawn Vehicles

Item Cost Weight
Barding° x4 x2
Bit and bridle 2 gp 1 lb.
Carriage 100 gp 600 lb.
Cart 15 gp 200 lb.
Chariot 250 gp 100 lb.
Feed (per day) 5 cp 10 lb.
Saddle, exotic 60 gp 40 lb.
Saddle, military 20 gp 30 lb.
Saddle, pack 5 gp 15 lb.
Saddle, riding 10 gp 25 lb.
Saddlebags 4 gp 8 lb.
Sled 20 gp 300 lb.
Stabling (per day) 5 sp ---
Wagon 35 gp 400 lb.

Potions of Healing

Item Healing Cost Weight
Potion of Healing 2d4 + 2 50 gp 1/2 lb.
Potion of Greater Healing 4d4 + 4 200 gp 1/2 lb.
Potion of Superior Healing 8d4 + 8 2,000 gp 1 lb.
Potion of Supreme Healing 10d4 + 20 20,000 gp 1 lb.

Contents

Container Capacitiy

Name Capacity
Backpack° 1 cubic foot/30 pounds of gear
Barrel 40 gallons liquid, 4 cubic feet solid
Basket 2 cubic feet / 40 pounds of gear
Bottle 1 1/2 pints liquid
Bucket 3 gallons liquid, 1/2 cubic foot solid
Chest 12 cubic feet/300 pounds of gear
Flask or tankard 1 pint liquid
Jug or pitcher 1 gallon liquid
Pot, iron 1 gallon liquid
Pouch 1/5 cubic foot/6 pounds of gear
Sack 1 cubic foot/30 pounds of gear
Vial 4 ounces liquid
Waterskin 4 pints liquid

° You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Clothes

Name Cost Weight
Artisan's clothing 10 gp 4 lb.
Common clothes 5 sp 3 lb.
Costume clothes 5 gp 4 lb.
Dark clothes including a hood 1 gp 4 lb.
Fine clothes 15 gp 6 lb.
Merchant's clothing 8 gp 4 lb.
Scholar's robes 15 gp 6 lb.
Spiked clothing 25 gp 8 lb.
Traveler's clothers 2 gp 4 lb.
Uniform 10 gp 5 lb.

Contents

Tool Descriptions

Tool Components
Alchemist Supplies Two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Brewer's Supplies A large glass jug, a quantity of hops, a siphon, and several feet of tubing.
Calligrapher's Supplies Ink, a dozen sheets of parchment, and three quills.
Carpenter's Tools A saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
Cartographer's Tools Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler
Cobbler's Tools A hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
Cook's Utensils A metal pot, knives, forks, a stirring spoon, and a ladle.
Disguise Kit Cosmetics, hair dye, small props, and a few pieces of clothing.
Forgery Kit Several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
Gaming Set All the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
Glassblower's Tools A blowpipe, a small marver, blocks, and tweezers. You need a source of heat to blow glass.
Herbalism Kit Pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Jeweler's Tools A small saw and hammer, files, pliers, and tweezers.
Leatherworker's Tools A knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
Mason's Tools A trowel, a hammer, a chisel, brushes, and a square.
Navigator's Tools A sextant, a compass, calipers, a ruler, parchment, ink, and a quill.
Painter's Tools An easel, canvas, paints, brushes, charcoal sticks, and a palette.
Poisoner's Kit Glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
Potter's Tools Potter's needles, ribs, scrapers, a knife, and calipers.
Smith's Tools Hammers, tongs, charcoal, rags, and a whetstone.
Thieves' Tools A small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Tinker's Tools A variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
Weaver's Tools Thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.
Woodcarver's Tools A knife, a gouge, and a small saw.

Contents

Strongholds & Properties

Strongholds & Properties

Property Construction Cost Construction Time Total Maintenance Cost per day Skilled Hirelings Untrained Hirelings
Abbey 50,000 gp 400 days 20 gp 5 25
Cottage 1,000 gp 10 days 2 gp 1 ---
Farm 7,500 gp 50 days 5 sp 1 2
Guildhall or tavern 5,000 gp 50 days 25 gp 5 3
Inn, rural roadside 2,500 gp 30 days 10 gp 5 10
Inn, town or city 7,500 gp 75 days 25 gp 1 5
Keep or small castle 50,000 gp 400 days 100 gp 50 50
Lodge, hunting 2,500 gp 30 days 5 sp 1 ---
Noble estate with manor 25,000 gp 150 days 10 gp 3 15
Outpost or fort 15,000 gp 100 days 50 gp 20 40
Palace or large castle 500,000 gp 1,200 days 400 gp 200 100
Shop 10,000 gp 75 days 2 gp 1 ---
Temple, small 30,000 gp 200 days 1 gp 2 ---
Temple, large 50,000 gp 400 days 25 gp 10 10
Tower, fortified 15,000 gp 100 days 25 gp 10 ---
Trading post 5,000 gp 60 days 10 gp 4 2

Contents

Products & Services

Food

Item Cost
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk 1 sp
Meals (per day)
Squalid 3 cp
Poor 6 cp
Modest 3 sp
Comfortable 5 sp
Wealthy 2 gp
Aristocratic 3 gp
Meat, chunk 3 sp

Drink

Item Cost Number of Drinks
Ale (Gallon) 2 sp 5
Ale (Mug) 4 cp 1
Beer (Mug) 4 cp 1
Cider (Glass) 5 cp 1
Cider (Gallon) 3 sp 6
Mead (Mug) 5 cp 1
Spirit (shot) 1 gp 1
Spirit (bottle) 15 gp 15
Wine (common, bottle) 10 gp 6
Wine (fine, bottle) 25 gp 5
Wine (poor, pitcher) 5 sp 10

Standard Exchange Rates

Coin cp sp ep gp pp
Copper (cp) 1 1/10 1/50 1/100 1/1,000
Silver (sp) 10 1 1/5 1/10 1/100
Electrum (ep) 50 5 1 1/2 1/20
Gold (gp) 100 10 2 1 1/10
Platinum (pp) 1,000 100 20 10 1

Lifestyle expenses

Lifestyle Price/Day
Wretched ---
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp minimum

Services

Item Cost
Bard's Services
Perform a particular song or act 5 sp
Make music for an hour 1 sp
Write a poem 2 gp
Coach cab
Between towns 3 cp per mile
Within a city 1 cp
Hireling
Skilled 2 gp per day
Untrained 2 sp per day
Inn stay
Squalid 7 cp per day
Poor 1 sp per day
Modest 5 sp per day
Comfortable 8 sp per day
Wealthy 2 gp per day
Aristocratic 4 gp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship's passage 1 sp per mile

Contents

Actions in Combat

Action Description
Attack You make a melee or ranged weapon attack.
Cast a Spell You cast a cantrip or a spell of 1st level or higher. See the spell's casting time.
Climb onto a Bigger Creature If one creature wants to jump onto another creature, it can do so by grappling. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might. As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
Dash You gain extra movement equal to your speed (plus any modifiers) for the current turn.
Disarm A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes a Strength (Athletics) contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its ability check if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
Disengage Your movement doesn't provoke opportunity attacks for the rest of the turn.
Action Description
Dodge Until the start of your next turn, any attack roll made against you has disadvantage, and you make Dexterity saving throws with advantage. You lose the benefit if you are incapacitated or if your speed drops to 0.
Don or Doff a Shield The time it takes to don or doff armor depends on the armor's category. A shield can be donned or doffed as an action.
End Concentration If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Escape a Grapple A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Grapple When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required). When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Help You help one creature with a task, giving that creature advantage on the next ability check it makes for that task. Or you distract one creature within 5 feet of you, and the next attack roll that an ally of yours makes against that creature has advantage.
Hide You make a dexterity (Stealth) check in an attempt to become hidden --- unseen and unheard.

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Action Description
Identify a Spell Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast. If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait. This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells.
Mark This option makes it easier for melee combatants to harry each other with opportunity attacks. When a creature makes a melee attack, it can also mark its target as a bonus action. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
Overrun When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.
Action Description
Ready You wait for a particular circumstance before you act, which lets you act using your reaction before the start of your next turn. You must decide in advance (a) what perceivable circumstance will trigger your reaction, and (b) the action you will take in response to that trigger. If you ready a spell, it must have a casting time of 1 action, and you must concentrate on it until you release it.
Search You make a Wisdom (Perception) check or an Intelligence (Investigation) check to find something.
Shove Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
Shove Aside With this option, a creature uses the special shove attack to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
Tumble A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.
Use a Magic Item You use a magic item that requires your action for its use.
Use an Object You use an object, other that a magic item, that requires your action for its use.
Use a Special Ability You use a class feature or other special ability that requires your action for its use.

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Armor

Armor Properties

The armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.

Armor Class (AC)

Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Armor Proficiency

If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. You cannot be disarmed of your armor.

Bracers

You cannot gain the benefit to your armor class (AC) from bracers if you are wearing armor, a shield or a helm. You do not require proficiency in bracers to wear them. You can doff or don bracers as an action.

Damage

While wearing spiked armor of any variant, you gain the following benefits if you aren't incapacitated and are proficient in it:

  • You can use the armor spikes to make melee weapon attacks at a target within 5 feet of you.
  • At the start of each of your turns, you can deal damage while wearing spiked armor to one creature grappled by you with the armor spikes.
  • When a creature within 5 feet of you hits you with a melee attack while you are wearing spiked armor, you can use your reaction to give the attacker an amount of piercing damage equal to your proficiency bonus, as long as you aren't incapacitated.

The damage equals the damage die in the damage column of the Armor table, and you use your Strength modifier for the attack and damage rolls.

Helmets

You do not require proficiency in helmets to wear them. You can doff or don a helmet as a bonus action.

Robes

Robes are specially enchanted to give protection to those with access to the weave, absorbing their magical power to feed its protective charms. You add your Spellcasting modifier, instead of Dexterity, to your armor class. Robes do not count as armor, and you do not require proficiency in robes to wear them. In order to gain its benefits, however, you need to be able to cast at least one spell, or the robes are rendered into mundane robes. You can doff or don a robe as an action.

Shields

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by the amount stated in the armor class column. You can only gain the armor class increase from one shield at a time. You can make a melee weapon attack with your shields as part of the attack action, dealing the die in the damage column of the Armor table, and you use your Strength modifier for the attack and damage rolls. You can doff or don light shields as a bonus action, and medium or heavy shields as an action.

Stealth and Perception

If the Armor table shows "Disadvantage" in the Stealth or Perception column, the wearer has disadvantage on Dexterity (Stealth) or Wisdom (Perception) checks.

Strength

Armor, bracers and shields can interfere with the wearer's ability to move quickly, stealthily, and freely. Unless the wearer has a Strength score equal to or higher than the listed score in the Strength column for an armor, bracer or shield, you gain the following detriments:

  • Armor. Your speed is halved, rounded down.
  • Bracers. Your initiative rolls are made with disadvantage.
  • Shields. Your attacks rolls are made with disadvantage.

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Armor Materials

The following entries describe the materials of armor that give you special attributes. A set of armor is usually made of iron, leather and steel, but certain other materials give you special properties as described below. To craft armor with these materials, you need the materials worth the amount of gold described below.

Adamantine

An adamantine suit of armor is reinforced with adamantine, one of the hardest substances in existence. The adamantine version of an armor costs 10000 gp more than the normal version. While you're wearing it, any critical hit against you becomes a normal hit.

Bone

Bone can be used in place of wood and steel in weapons and armor, and can also be made from other animal-based materials like horn, shell, and ivory, being naturally resistant to wear and tear. The bone version of an armor costs 500 gp more than the normal version. While you are wearing it, you reduce nonmagical bludgeoning, piercing and slashing damage by an amount equal to your proficiency bonus.

Mithril

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. The mithril version of an armor costs 1000 gp more than the normal version. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Wood

Wood is common, durable, light, and can be easily repaired, reinforced and disguised. The wooden version of an armor costs 100 gp more than the normal version, and weighs half as much. While you are wearing it, you can hide even if you are only lightly obscured, and you have advantage on Dexterity (Stealth) checks made to hide in foliage, heavy rain, falling snow, mist, and other natural phenomena. Any armor that induced disadvantage on Dexterity (Stealth) checks no longer does so.

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Weapons

Improvised Weapons

Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.


An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Two-Weapon Fighting


When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can make one additional attack with a different light melee weapon that you're holding in the other hand as part of the same action.


If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Special Weapons

Weapons with special rules are described here.


Bowblade. The bowblade can be transformed into a scimitar or back again as a bonus action.


Chained Weights. On a hit, a Large or smaller creature must make a DC 15 Strength (Athletics) check or be knocked prone.


Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Dealing 20 slashing damage to the net (AC 20) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack with the net regardless of the number of attacks you can normally make. You do not have disadvantage on attack rolls against a target within 5 feet of you with a net.


Pistol blade. When making an attack with the pistol blade, you can either make a melee weapon attack with the blade against a target within your reach, or a ranged weapon attack with the pistol within range. The pistol deals 1d4 piercing damage, has the ammunition (10/30) and loading properties, and uses Dexterity for its attack and damage rolls.


Quadflail. When you hit an attack with this flail, roll a d4. The number rolled determines how many heads will hit the target. You roll the damage die and add your ability modifier as well as any other modifiers a number of times equal to the number rolled on the d4. You cannot make more than one attack with this weapon, regardless of how many attacks you can normally make, even if your Strength score is 24 or higher.

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Uncommon Weapons


Adamantine. An adamantine weapon or piece of ammunition overcomes resistance and immunity to nonmagical bludgeoning, piercing or slashing damage that isn't adamantine. Any hit made with an adamantine weapon against an object is a critical hit, and adamantine armor is treated as normal armor. The cost for five pieces of adamantine ammunition equals 125 gp more than the normal version, and 500 gp more than the normal version for a melee weapon, whether the weapon or ammunition is made of the metal or coated with it.


Bone. A bone weapon or piece of ammunition can use either Strength or Dexterity to determine its attack and damage rolls, and loses the heavy property, if it had it before. The cost for five pieces of bone ammunition equals 50 gp more than the normal version, and 200 gp more than the normal version for a melee weapon.


Enchanted. An enchanted weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical bludgeoning, piercing or slashing damage, as well as gaining one enchanted weapon property. This property is applied when the ammunition is purchased or crafted, and once a weapon or piece of ammunition is given an enchanted property, it cannot be be given another enchantment. Hit or miss, the enchanted ammunition gets destroyed once used for an attack, and you must attune to an enchanted melee weapon to gain its benefits. The cost for five pieces of enchanted ammunition equals 250 gp more than the normal version, and 1000 gp more than the normal version for a melee weapon. To craft and enchant ammunition or a melee weapon, you must be proficient in smith's tools and be able to cast at least one spell of 3rd level or higher. The enchanting process takes 10 minutes, which you can undertake as part of a short or long rest, after which the gold is absorbed into the enchanted object.


Silver. A silvered weapon or piece of ammuntion overcomes resistance and immunity to nonmagical bludgeoning, piercing or slashing damage that isn't silvered. The cost for five pieces of silver ammunition equals 25 gp more than the normal version, and 100 gp more than the normal version for a melee weapon, whether the weapon or ammunition is made of the metal or coated with it.


Wood. A wooden weapon or piece of ammunition weighs and costs half of the normal version of a weapon or ammunition, and loses the heavy property, if it had it before.

Weapon Properties (Enchanted)

You can enchant your weapons or ammunition with one of the following properties.


Armor Piercing (E). You have advantage on attack rolls with an Armor Piercing weapon or ammunition when attacking a creature that has an AC of 20 or higher.


Brutal (E). When you score a critical hit against a creature with a Brutal weapon, you can add one additional weapon damage die to the damage dealt.


Elemental (E). When you hit a creature with an Elemental weapon or ammunition, the target takes an additional 2d4 of one of the following damage types (chosen when gaining this property): acid, cold, fire, lightning, poison or thunder. You can also choose to change your normal damage type with an Elemental weapon to your chosen damage type.


Exotic (E). When you hit a creature with an Exotic weapon or ammunition, the target takes an additional 1d8 of one of the following damage types (chosen when gaining this property): force, necrotic, psychic, or radiant. You can also choose to change your normal damage type with an Exotic weapon to your chosen damage type.


Glowing (E). As a bonus action on your turn, you can have your Glowing weapon or ammunition shed bright light in a 60 foot radius, and dim light for an additional 60 feet. You can deactivate this effect with another bonus action on your turn. An invisible or ethereal creature becomes visible while within 60 feet of you while the weapon sheds light.


Slaying (E). When you hit a creature with an Slaying weapon or ammunition, the target takes an additional 2d6 damage if it is of one of the following creature types (chosen when gaining this property): aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead or two distinct humanoid races (such as gnolls and orcs).


Switching (E). When you hit a creature with an Switching weapon or ammunition, you can use a bonus action immediately afterwards to switch places with the target. If you throw the Switching weapon and switch places with your target, the weapon reappears in your hand.

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Weapon Properties (Mundane)

Many weapons have special properties related to their use, as shown in the Weapons tables.


Adaptable. When you make an opportunity attack with this weapon, you have advantage on the attack roll.


Agile. When making an attack with an agile weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls when you wield the weapon in two hands. You must use the same modifier for both rolls.


Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).


At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used this way.


Blackpowder. When fired, Blackpowder weapons emit a deafening crack audible 300 feet away. If a Blackpowder weapon is exposed to heavy rain, submerged, or drenched in water by a similar means, then it cannot fire. A character cannot use this weapon again until they complete a short rest in dry conditions. Blackpowder bullets and grenades are destroyed after being used.


Bludgeon. If you make an attack with this weapon and score a critical hit against a creature wearing armor, you can roll one additional damage die when determining the extra damage it takes.


Brawler. If you attack with this weapon as part of the attack action on your turn, you can use a bonus action immediately after to shove or grapple your opponent.


Bulky. When using this weapon to attack a target within 10 feet, you have disadvantage on the attack roll.


Bypass. When you attack a creature wielding a shield with a bypassing weapon, you can ignore the bonus to its AC from its shield.


Covert. If you are hidden, a missed attack with a covert weapon does not reveal you or your position.


Cumbersome. When making an attack with a cumbersome weapon, you must use your Strength modifier for both the attack and damage rolls.


Defensive. While you are wielding a defensive weapon and no shield, you gain a +1 bonus to your AC. You can add this bonus only once.


Deflect. When a creature within 5 feet of you hits you with a melee weapon attack while you are wielding a deflecting weapon, you can reduce the damage as a reaction by 1d4 plus your proficiency bonus (to a minimum of 0 damage).


Demolish. On a hit, your weapon deals double damage to structures and objects.


Disarm. While wielding a disarming weapon, you have advantage on ability checks and attack rolls made to disarm a creature.


Drag. As an action, you can make a special ranged attack with a dragging weapon, a dragging attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your dragging attack must be no larger than one size larger than you and must be within range of your weapon. Make a Strength (Athletics) check contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage or other ill effect, but the target gets pulled up to 10 feet towards you.


Execute. If you make an attack with an executing weapon and score a hit against an incapacitated, paralyzed, restrained, surprised or unconscious creature, you can roll one additional damage die when determining the damage it takes.


Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Flexible. When you take the Attack action and attack with a flexible weapon, you can use a bonus action to make another attack, dealing the same damage type equal to the value in parentheses, on the property description.


Glove. A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a glove weapon, but you can only attack with the glove weapon if that hand is unoccupied. It takes an action to don or doff a glove weapon.


Heavy. Small or Tiny creatures have disadvantage on attack rolls with heavy weapons. Small and Tiny creatures may craft versions of these weapons that are more suited to them, with the size of all damage dice reduced by one die size (3d4/2d6/1d12 -> 1d10 -> 2d4/1d8 -> 1d6 -> 1d4 -> 1d1).


Hidden. Your weapon is hidden inside a boot, gauntlet, sleeve, staff, hat, cane or another possible location on your person and can be pulled out, ejected via a mechanism or reinserted as a bonus action. The weapon remains hidden unless a creature succeeds on a DC 20 Intelligence (investigation) check to search you.

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Lacerate. If you make an attack with a laceration weapon and score a critical hit against an unarmored creature, you can roll one additional damage die when determining the extra damage it takes.


Light. When you take the Attack action and attack with a light weapon that you’re holding in one hand, you can make an additional attack with a different light weapon that you’re holding in the other hand as part of the attack action.


If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.


Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.


Liquidate. If you make an attack with a liquidation weapon and score a critical hit against a creature submerged underwater, you can roll one additional damage die when determining the extra damage it takes.


Momentum. If you make an attack with a momentum weapon, and you have moved 20 feet or more in a straight line this turn, the damage you deal changes to the weapon’s momentum dice value in parenthesis until the end of your current turn.


Mount. If you make an attack with a mount weapon while mounted and score a hit against a creature within your reach, you can roll one additional damage die when determining the damage it takes.


Nimble. When you engage in two-weapon fighting with a nimble weapon as your offhand weapon, you can make an additional attack with this weapon as part of an opportunity attack. Any attack you make as part of a bonus action with this weapon can be made as part of the attack action instead, and you add your ability modifier to the damage of the nimble weapon, if you don't already.


Parry. While you are wielding a parrying weapon and one other one-handed finesse weapon, you gain a +1 bonus to your AC. You can add this bonus only once.


Penetrate. If you make an attack with a penetration weapon and score a critical hit against a creature with natural armor, you can roll one additional damage die when determining the extra damage it takes.


Push. As an action, you can make a special ranged attack with a dragging weapon, a dragging attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your dragging attack must be no larger than one size larger than you and must be within range of your weapon. Make a Strength (Athletics) check contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage or other ill effect, but the target gets pushed up to 10 feet away from you.


Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range.


When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.


Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.


Return. When you make a thrown ranged attack with the a returning weapon, the weapon returns into your hand as part of the attack.


Repeater. When you take the attack action with a repeating weapon, you can use a bonus action to attack again with the same weapon. You can make this bonus action even if the weapon has the Loading property.


Scatter. When you take the attack action and successfully hit a creature with a scattering weapon, measure the weapon’s Scatter range from the square (or point of impact) that the target you hit occupies. All creatures other than the original target that fall within the weapon’s scatter range must make a Dexterity saving throw against your Scatter DC. Upon a failed save, they take damage equal to 1d6 of the same type as the weapon that you hit with.


A weapon’s Scatter range and shape are mentioned in its statistics. For example, a Flame Bellows has a range of 15 feet and a Scatter range of 15 feet. This means the weapon can hit a target within 15 feet, and upon a hit, a 15-foot cone extending beyond the target will determine those hit by the Scatter effect, up to a total distance of 30 feet.


Scatter Save DC = 8 + your proficiency bonus +

the ability score modifier that you use to determine damage for this weapon.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special weapons" earlier in this section).


Swift. When you miss an attack with a swift weapon, you gain advantage on the next attack roll you make with that weapon against the same target.


Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.


For example, if you throw a hand axe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

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Two-Handed. This weapon requires two hands when you attack with it. If your Strength score is 24 or higher, you can wield a two-handed weapon in one hand instead. While wielding a two-handed weapon in this way, you cannot wield another two-handed weapon of any kind. A two-handed weapon with the unwieldy property cannot be wielded in this way.


Unwieldy. Due to being incredibly oversized, having an awkward shape, or any other number of ergonomic problems, swinging or firing this weapon is an incredible commitment. You cannot attack more than once in a single turn with this weapon, regardless of how many attacks you could normally make.


Variable. A variable weapon is multifaceted and lets you use any part of it effectively to deal damage.


You can switch the damage type of the a variable weapon to bludgeoning, piercing or slashing damage (your choice) any time you attack with a variable weapon.


Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property - the damage when the weapon is used with two hands to make a melee attack.

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Tools

Alchemist Supplies


Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.

Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20
Skill Description
Arcana Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Special Uses Description
Alchemical Crafting You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

Brewer's Supplies


Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.

Activity DC
Detect poison or impurities in a drink 10
Identify alcohol 15
Ignore effects of alcohol 20
Skill Description
History Proficiency with brewer's supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
Medicine This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
Persuasion A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
Special Uses Description
Potable Water Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
Brewing Beer It takes 1 hour of work and 5 cp worth of hops to begin the process of brewing beer. This involves sterilizing your equipment and boiling hops. Following this process, the liquid must be left to ferment for at least 7 days. After fermentation is complete, it takes an additional 1 hour of work to bottle the beer. You create 10 drinks worth of beer using this method, the quality of which is determined by an Intelligence (Brewer's Supplies) check at the end of the process. You have advantage on this check if the beer was allowed to ferment for 14 days or longer.
Check Result
5 or lower The beer is impotable. A creature that consumes the beer must succeed on a DC 10 Constitution saving throw or be poisoned for 1 hour.
6–10 The taste is unappealing.
11–17 The taste is average. Some may find it pleasant.
18 or higher The taste is sensational, palatable, and unique.

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Calligrapher's Supplies


Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.

Activity DC
Identify writer of nonmagical script 10
Determine writer's state of mind 15
Spot forged text 15
Forge a signature 20
Skill Description
Arcana Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.
History This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
Special Uses Description
Decipher Treasure Map This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts.

Carpenters's Tools


Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Activity DC
Build a simple wooden structure 10
Design a complex wooden structure 15
Find a weak point in a wooden wall 15
Pry apart a door 20
Skill Description
History This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.
Investigation You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.
Perception You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.
Stealth You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.
Special Uses Description
Fortify With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
Temporary Shelter As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.

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Cartographer's Tools


Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.

Activity DC
Determine a map's age and origin 10
Estimate direction and distance to a landmark 15
Discern that a map is fake 15
Fill in a missing part of a map 20
Skill Description
Arcana, History, Religion You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
Nature Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
Survival Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.
Special Uses Description
Craft a Map While traveling, you can draw a map as you go in addition to engaging in other activity.

Cobbler's Tools


Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.

Activity DC
Determine a shoe's age and origin 10
Find a hidden compartment in a boot heel. 15
Skill Description
Arcana, History Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.
Investigation Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.
Special Uses Description
Mountain Shoes As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.
Craft Hidden Compartment With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.

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Cook's Utensils


Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15
Skill Description
History Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Special Uses Description
Prepare Meals As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.

Disguise Kit


The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.

Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid's appearance 20
Skill Description
Deception In certain cases, a disguise can improve your ability to weave convincing lies.
Intimidation The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
Performance A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
Persuasion Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
Special Uses Description
Create Disguise As part of a long rest, you can create a disguise. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.

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Forgery Kit


A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.

Activity DC
Mimic handwriting 15
Duplicate a wax seal 20
Skill Description
Arcana A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
Deception A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
History A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
Investigation When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
Other Tools Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.
Special Uses Description
Quick Fake Quick Fake. As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.

Gaming Set


Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

Activity DC
Catch a player cheating 15
Gain insight into an opponent's personality 15
Skill Description
History Your mastery of a game includes knowledge of its history, as well as important events it was connected to or prominent historical figures involved with it.
Insight Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt.

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Glassblower's Tools


Someone who is proficient with glassblower's tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.

Activity DC
Identify source of glass 10
Determine what a glass object once held 20
Skill Description
Arcana, History Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effects. (A potion might leave behind a residue, deform the glass, or stain it.)
Investigation When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.
Special Uses Description
Identify Weakness With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.

Herbalism Kit


Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

Activity DC
Find common plants 10
Find rare plants 15
Identify poison 15
Neutralise poison 20
Skill Description
Arcana Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature, Survival When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Special Uses Description
Identify Plants You can identify most plants with a quick inspection of their appearance and smell.
Brewing Potions of Healing Potions of Healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potions of Healing Creation table below.
Potions of Healing Creation
Type Time Cost Healing
Healing 1 day 25 gp 2d4 + 2
Greater Healing 1 workweek 100 gp 4d4 + 4
Superior Healing 3 workweeks 1,000 gp 8d4 + 8
Supreme Healing 4 workweeks 10,000 gp 10d4 + 20

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Jeweler's Tools


Training with jeweler's tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.

Activity DC
Modify a gem's appearance 15
Determine a gem's history 20
Skill Description
Arcana Proficiency with jeweler's tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.
Investigation When you inspect jeweled objects, your proficiency with jeweler's tools aids you in picking out clues they might hold.
Special Uses Description
Identify Gems You can identify gems and determine their value at a glance.

Land and Water Vehicles


Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything navigates waterways. Proficiency with vehicles grants the knowledge to handle vehicles of that type, along with knowledge of how to repair and maintain them.


In addition, a character proficient with water vehicles is knowledgable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.

Activity DC
Navigate rough terrain or waters 10
Assess a vehicles condition 15
Take a tight corner at high speed 20
Skill Description
Arcana When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.
Investigation, Perception When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.
Special Uses Description
Vehicle Handling When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.

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Leatherworker's Tools


Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.

Activity DC
Modify a leather item's appearance 10
Determine a leather item's history 20
Skill Description
Arcana Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.
Investigation You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.
Special Uses Description
Identify Hides When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.

Mason's Tools


Mason's tools allow you to craft stone structures, including walls and buildings crafted from brick.

Activity DC
Chisel a small hole in a stone wall 10
Find a weak point in a stone wall 15
Skill Description
History Your expertise aids you in identifying a stone building's date of construction and purpose, along with insight into who might have built it.
Investigation You gain additional insight when inspecting areas within stone structures.
Perception You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.
Special Uses Description
Demolition Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.

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Musical Instruments


Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

Activity DC
Identify a tune 10
Improvise a tune 20
Skill Description
History Your expertise aids you in recalling lore related to your instrument.
Performance Your ability to put on a good show is improved when you incorporate an instrument into your act.
Special Uses Description
Compose a Tune As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Navigator's Tools


Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.

Activity DC
Plot a course 10
Discover your position on a nautical chart 15
Skill Description
Survival Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.
Special Uses Description
Sighting By taking careful measurements, you can determine your position on a nautical chart and the time of day.

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Painter's Tools


Proficiency with painter's supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.

Activity DC
Paint an accurate portrait 10
Create a painting with a hidden message 20
Skill Description
Arcana, History, Religion Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
Investigation, Perception When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
Special Uses Description
Painting and Drawing As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.

Poisoner's Kit


A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them. Additionally, the Crafting and Harvesting Poison rules require the use of a poisoner's kit.

Activity DC
Spot a poisoned object 10
Determine the effects of a poison 20
Skill Description
History Your training with poisons can help you when you try to recall facts about infamous poisonings.
Investigation, Perception Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
Medicine When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
Nature, Survival Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Special Uses Description
Handle Poison Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.

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Potter's Tools


Potter's tools are used to create a variety of ceramic objects, most typically pots and similar vessels.

Activity DC
Determine what a vessel once held 10
Create a serviceable pot 15
Find a weak point in a ceramic object 20
Skill Description
History Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.
Investigation, Perception You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.
Special Uses Description
Reconstruction By examining pottery shards, you can determine an object's original, intact form and its likely purpose.

Smith's Tools


Smith's tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.

Activity DC
Sharpen a dull blade 10
Repair a suit of armor 15
Sunder a nonmagical object 15
Skill Description
Arcana, History Your expertise lends you additional insight when examining metal objects, such as weapons.
Investigation You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.
Special Uses Description
Repair With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.

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Thieves' Tools


Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Activity DC
Pick a lock Varies
Disable a trap Varies
Skill Description
History Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation, Perception You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Special Uses Description
Set a Trap Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

Tinker's Tools


A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.

Activity DC
Temporarily repair a disabled device 10
Repair an item in half the time 15
Improvise a temporary item using scraps 20
Skill Description
History You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
Special Uses Description
Repair You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.

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Weaver's Tools


Weaver's tools allow you to create cloth and tailor it into articles of clothing.

Activity DC
Repurpose cloth 10
Mend a hole in a piece of cloth 10
Tailor an outfit 15
Skill Description
Arcana, History Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.
Investigation Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.
Special Uses Description
Repair As part of a short rest, you can repair a single damaged cloth object.
Craft clothing Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.

Woodcarver's Tools


Woodcarver's tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

Activity DC
Craft a small wooden figurine 10
Crave an intricate pattern in wood 15
Skill Description
Arcana, History Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.
Nature Your knowledge of wooden objects gives you some added insight when you examine trees.
Special Uses Description
Repair As part of a short rest, you can repair a single damaged wooden object.
Craft Arrows As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.

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General Rules

Additional Appendages


If you have more than two arms or some other additional appendages, the following rules apply:

  • Your additional appendages have a range of 5 feet, and you can lift a number of pounds equal to 15 times your Strength modifier, as well as drop, hold, push, or pull an object or a creature.
  • You can interact with an additional object or environment feature on your turn for each additional appendage you have beyond two, and you can grapple someone, make an unarmed strike, use tools, use magic items and use spell components with them, as long as they are free.
  • You are only able to wield light weapons or light shields with any additional appendages, and you do not gain more than one additional attack from engaging in two-weapon fighting no matter the amount of arms you have, choosing which offhand weapon you make the attack with.

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.

Bonus Action


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.


Additionally, any feature, spell or trait that requires a bonus action to activate, can also be activated as an action.

Concentration


If a spell must be maintained with concentration, its description specifies how long you can concentrate on it. You can end concentration at any time (no action required). The following factors can break you concentration:

  • You cast another spell or used a special ability that requires concentration.
  • You take damage. Suceed on a Constitution saving throw to maintain your concentration, with a DC equal to 10 or half the damage you take, whichever is higher.
  • Your incapacitated or killed.
  • You're overwhelmed by an enormous distraction, such as a wave crashing into you. Succeed on a DC 10 Constitution saving throw to maintain your concentration.

Combining Different Effects


Different game effects can affect a target at the same time. For example, two different benefits can give you a bonus to your Armor Class. But when two or more effects have the same proper name, only one of them (the most powerful one if their benefits aren't identical) applies while the durations of the effects overlap. For example, if bless is cast on you when you're still under the effect of an earlier bless, you gain the benefit of only one casting. Similarly, if you're in the radius of more than one Aura of Protection, you benefit only from the one that grants the highest bonus.

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Drinking

Adventuring and imbibing alcohol are close bosom buddies. Each day, a creature can safely consume a number of alcoholic drinks equal to their Constitution modifier (minimum of 1 drink). A creature that is resistant to poison damage can safely consume a number of drinks equal to twice their constitution modifier.


For each drink a creature consumes beyond that limit, they must make a Constitution saving throw with a DC equal to 9 + 1 for each drink past their limit.


On a failed saving throw, a creature is poisoned for 1 hour. If a creature fails their saving throw by 5 or more, they retch and are poisoned for 4 hours instead.


A creature that is proficient with brewer's supplies can use their action to stifle the effects of alcohol poisoning. If the creature succeeds on a DC 20 Constitution (Brewer's Supplies) check, they are no longer poisoned. Once a creature uses this action, they can't do so again until they finish a long rest.

Falling


Falling from a great height is a significant risk for adventurers and their foes. At the end of a fall, you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking damage from the fall.


When you fall from a great height, you instantly descend up to 500 feet. If you are still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.


A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the fly spell.


If a flying creature is knocked prone while in flight and it is still conscious, subtract the creature's current flying speed from the distance it fell before calculating damage. This can be due to the creature flapping its wings or taking similar measures to slow the velocity of its fall, if it's able.


If a flying creature that is falling starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).

Flying


Flying is strenuous and requires training and inner strength to combine flight with combat or traveling long distances.


Each day, a creature with an innate flying speed can fly a number of hours equal to their Constitution modifier. After each hour a creature flies beyond that limit, they must make a Constitution saving throw with a DC equal to 9 + 1 for each hour past their limit, resetting the DC after finishing a long rest. On a failed saving throw, they gain one level of exhaustion.


You can use your flying speed while unarmored without restrictions, but flying in light armor requires a Strength score of 11 or higher, medium armor requires a strength score of 13 or higher, and heavy armor requires a Strength score of 15 or higher.


While flying, you can use light weapons without any restrictions, but bigger, bulkier and heavier weapons require a certain amount of strength to wield effectively. You have disadvantage on all weapon attacks made with weapons that aren't light while flying, unless your Strength score is 13 or higher, and you have disadvantage on all weapon attacks made with heavy weapons while flying, unless your Strength score is 15 or higher.


To perform the somatic components of cantrips while flying, you require a Dexterity score of 13 or higher, and for spells of 1st level or higher, you require a Dexterity score of 15 or higher.

Potions


Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or object. Most potions consist of one ounce of liquid.


Potions are consumable magic items. Drinking a potion or administering a potion to another character requires a bonus action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up.

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.

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Reaction Timing


Certain game features let you take a special action, called a reaction, in response to some 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 completes, 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.

Resistance and Vulnerability


Here's the order that you apply modifiers to damage: (1) any relevant damage immunity, (2) any addition or subtraction to the damage, (3) one relevant damage resistance, and (4) one relevant damage vulnerability.


If a creature or an object has multiple instances of resistance that affect the same damage type, the damage taken is reduced by 5 for each instance of resistance after the first. Likewise, the damage is increased by 5 for each instance of vulnerabality after the first. The damage increase or reduction is applied after the resistance or vulnerability comes into affect.

Round Down


Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater, unless specified otherwise.

Rowed Vessels


Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

Short and Long Rests

A character can’t benefit from more than Short Rest in a 1-hour period or from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.


Short Rests. A Short Rest is a period of downtime, at least 5 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.


A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Long Rest, as explained below.


Long Rests. A Long Rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, Fighting, casting Spells, or similar Adventuring activity—the Characters must begin the rest again to gain any benefit from it.


At the end of a Long Rest, a character regains all lost Hit Points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a Long Rest.


Resting on a Vehicle. A creature attempting to take a short or long rest while on a land or water vehicle (e.g. a carriage or a longboat), must succeed on a DC 10 Constitution saving throw or fail to rest successfully. A creature has advantage on the saving throw if its current hit points exceeds half of its hit point maximum.


If a creature attempts a short rest and fails, it can't expend more than a number of hit dice equal to its Constitution modifier (minimum of 1).


If a creature attempts a long rest and fails, it only regains only a number of hit points equal to one roll of its Hit Die + its Constitution modifier (it doesn't expend a hit die for this) and a quarter of its hit dice, rounded up.

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Saddles, Mounts & Vehicles


Different saddles have different purposes:

  • A military saddle braces the rider, giving you advantage on any check you make to remain mounted.
  • A pack saddle lets your mount carry up to twice the weight it can normally carry.
  • A riding saddle increases the speed of your mount by 5 feet.
  • An exotic saddle is required for riding any aquatic or flying mount.

A creature riding without a saddle for longer than 1 hour, and after each consecutive hour after the first, must make a Constitution saving throw with a DC equal to 9 + 1 for each hour past their limit, or gain 1 level of exhaustion.

Sleep


While a creature sleeps, it is subjected to the Unconscious condition. A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noice - such as yelling, thunder, or a ringing bell - also awakes someone that is sleeping naturally.


Whispers don't disturb sleep, unless a sleeper's passive Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.


Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest. When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit dice, rounded up. If you have any levels of exhaustion, the rest doesn't reduce your exhaustion level.


A long rest is never mandatory, but going without sleep does have its consequences. Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.

Spell Scrolls


A spell scroll bears the words of a single spell, written in a mystical cipher. To identify a spell scroll's spell, make an Intelligence (Arcana) check against a DC equaling 10 + the spell's level. On a success, you can read the spell, learn how to cast it without providing any material components. Otherwise, the scroll is unintelligible to you. Casting the spell by reading the scroll requires the spell’s normal Casting Time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.


If the spell of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other Effect.


The level of the spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s Rarity, as shown in the Spell Scroll table.

Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7
4th Rare 15 +7
5th Rare 17 +9
6th Very Rare 17 +9
7th Very Rare 18 +10
8th Very Rare 18 +10
9th Legendary 19 +11

A Wizard spell on a spell scroll can be copied just as Spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Temporary Hit Points


Temporary hit points aren't cumulative. If you have temporary hit points and receive more of them, you don't add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep.

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Tying Knots


The creature who ties the knot makes an Intelligence (Sleight of Hand) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence (Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check.

Versatile Features and Multiclassing


Versatile Features

Whenever you reach a level in any class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your practice:

  • You can replace a fighting style you know with another fighting style available to your class.
  • You can replace one fighter maneuver you know with a different maneuver available to you.
  • You can replace one sorcerer metamagic option you know with a different metamagic option available to you.
  • You can replace one warlock invocation with a different invocation available to you.
  • Replace the option you chose for the Pact Boon feature with one of that feature’s other options (any invocations that require your previous pact must be replaced as well).
  • Replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
  • Replace one spell from your Magical Secrets feature with another spell of the same level.
  • You can replace one monk technique you know with a different technique available to you.
  • You can replace one cantrip you know with a different cantrip available to you.
  • You can replace one of your skill proficiencies with a different skill proficiency.

This change represents one of your abilities or skills atrophying as you focus on a different ability or skill.

Martial Multiclassing

Each time you gain the Extra Attack class feature after the first, you can instead choose a Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

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Downtime Activities

Building a Stronghold


A character can spend time between adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means.


Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all.


Once the estate is secured, a character needs access to building materials and laborers. The Properties table shows the cost of building the stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time.

Buying a Magic Item


Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character desires.

Resources


Finding magic items to purchase requires at least one workweek of effort and 100 gp in expenses. Spending more time and money increases your chance of finding a high-quality item.

Resolution


A character seeking to buy a magic item makes a Charisma (Persuasion) check to determine the quality of the seller found. The character gains a +1 bonus on the check for every workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy lifestyle, for a buyer must impress potential business partners.


As shown on the Buying Magic Items table, the total of the check dictates which table in the Dungeon Master's Guide to roll on to determine which items are on the market. Or you can roll for items from any table associated with a lower total on the Buying Magic Items table. As a further option to reflect the availability of items in your campaign, you can apply a -10 penalty for low magic campaigns or a +10 bonus for high magic campaigns. Furthermore, you can double magic item costs in low magic campaigns.


Using the Magic Item Price table, you then assign prices to the available items, based on their rarity. Halve the price of any consumable item, such as a potion or a scroll, when using the table to determine an asking price.


You have final say in determining which items are for sale and their final price, no matter what the tables say.


If the characters seek a specific magic item, first decide if it's an item you want to allow in your game. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary.

Buying Magic Items
Check Total Items Acquired
1 - 5 Roll 1d6 times on Magic Item Table A
6 - 10 Roll 1d4 times on Magic Item Table B
11 - 15 Roll 1d4 times on Magic Item Table C
16 - 20 Roll 1d4 times on Magic Item Table D
21 - 25 Roll 1d4 times on Magic Item Table E
26 - 30 Roll 1d4 times on Magic Item Table F
31 - 35 Roll 1d4 times on Magic Item Table G
36 - 40 Roll 1d4 times on Magic Item Table H
41+ Roll 1d4 times on Magic Item Table I
Magic Item Price
Rarity Asking Price*
Common (1d6 + 1) x 10 gp
Uncommon 1d6 x 100 gp
Rare 2d10 x 1,000 gp
Very Rare (1d4 + 1) x 10,000 gp
Legendary 2d6 x 25,000 gp

*Halved for a consumable item like a potion or scroll

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Complications

The magic item trade is fraught with peril. The large sums of money involved and the power offered by magic items attract thieves, con artists, and other villains. If you want to make things more interesting for the characters, roll on the Magic Item Purchase Complications table or invent your own complication.

Magic Item Purchase Complications
d12 Complication
01 The item is a fake, planted by an enemy.*
02 The item is stolen by the party's enemies.*
03 The item is cursed by a god.
04 The item's original owner will kill to reclaim it; the party's enemies spread news of its sale.*
05 The item is at the center of a dark prophecy.
06 The seller is murdered before the sale.*
07 The seller is a devil looking to make a bargain.
08 The item is the key to freeing an evil entity.
09 A third party bids on the item, doubling its price.*
10 The item is an enslaved, intelligent entity.
11 The item is tied to a cult.
12 The party's enemies spread rumors that the item is an artifact of evil.*

*Might involve a rival

Carousing


Carousing is a default downtime activity for many characters. Between adventures, who doesn't want to relax with a few drinks and a group of friends at a tavern?

Resources


Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.


A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.

Resolution


After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.

Carousing
Check Total Result
1-5 Character has a hostile contact.
6-10 Character has made no new contacts.
11-15 Character has made an allied contact.
16-20 Character has made two allied contacts.
21+ Character has made three allied contacts.

Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.


Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.


Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.


Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.


Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC's good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn't come with a guarantee of help.


You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character's allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn't come into play.


Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.


Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.

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The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.


At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character's Charisma modifier (minimum of 1). Specific, named contacts don't count toward this limit—only ones that can be used at any time to declare an NPC as a contact.

Complications


Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a 10 percent chance of triggering a complication for each workweek of carousing.

Lower-Class Carousing Complications
d8 Complication
01 A pickpocket lifts 1d10 × 5 gp from you.*
02 A bar brawl leaves you with a scar.*
03 You have fuzzy memories of doing something very, very illegal, but can't remember exactly what.
04 You are banned from a tavern after some obnoxious behavior.*
05 After a few drinks, you swore in the town square to pursue a dangerous quest.
06 Surprise! You're married.
07 Streaking naked through the streets seemed like a great idea at the time.
08 Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why.*

*Might involve a rival

Middle-Class Carousing Complications
d8 Complication
01 You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.*
02 You swore to complete some quest on behalf of a temple or a guild.
03 A social gaffe has made you the talk of the town.*
04 A particularly obnoxious person has taken an intense romantic interest in you.*
05 You have made a foe out of a local spellcaster.*
06 You have been recruited to help run a local festival, play, or similar event.
07 You made a drunken toast that scandalized the locals.
08 You spent an additional 100 gp trying to impress people.

*Might involve a rival

Upper-Class Carousing Complications
d8 Complication
01 A pushy noble family wants to marry off one of their scions to you.*
02 You tripped and fell during a dance, and people can't stop talking about it.
03 You have agreed to take on a noble's debts.
04 You have been challenged to a joust by a knight.*
05 You have made a foe out of a local noble.*
06 A boring noble insists you visit each day and listen to long, tedious theories of magic.
07 You have become the target of a variety of embarrassing rumors.*
08 You spent an additional 500 gp trying to impress people.

*Might involve a rival

Crafting an Item


A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.

Resources and Resolution


In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.


Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.


A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.

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Tool Proficiencies for Crafting Items
Proficiency Items
Herbalism kit Antitoxin, potion of healing
Leatherworker's tools Leather armor, boots
Smith's tools Armor, weapons
Weaver's tools Cloaks, robes

If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.

Crafting Magic Items


Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.


Potions of healing and spell scrolls are exceptions to the following rules. For more information, see "Brewing Potions of Healing" later in this section and the "Scribing a Spell Scroll" section, below.


To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.


An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.


The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.


If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating mariner's armor might require the essence of a water weird. Crafting a staff of charming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic—a stone now guarded by a suspicious androsphinx.


In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item's rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.

Magic Item CR Range for Ingredients, Crafting Time and Cost
Item Rarity CR Range Workweeks* Cost*
Common 01 - 03 01 50 gp
Uncommon 04 - 08 02 200 gp
Rare 09 - 12 10 2,000 gp
Very Rare 13 - 18 25 20,000 gp
Legendary 19+ 50 100,000 gp

*Halved for a consumable item like a potion or scroll


To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.


If all the above requirements are met, the result of the process is a magic item of the desired sort.

Complications


Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.

Crafting Complications
d6 Complication
1 Rumors swirl that what you're working on is unstable and a threat to the community.*
2 Your tools are stolen, forcing you to buy new ones.*
3 A local wizard shows keen interest in your work and insists on observing you.
4 A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*
5 A dwarf clan accuses you of stealing its secret lore to fuel your work.*
6 A competitor spreads rumors that your work is shoddy and prone to failure.

*Might involve a rival

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Brewing Potions of Healing


Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

Potion of Healing Creation
Type Time Cost
Healing 1 day 25 gp
Greater Healing 1 workweek 100 gp
Superior Healing 3 workweeks 1,000 gp
Supreme Healing 4 workweeks 10,000 gp

Crime


Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.

Resources


A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime.

Resolution


The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime.


The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.


To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).

  • If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine.
  • If only one check is successful, the heist fails but the character escapes.
  • If two checks are successful, the heist is a partial success, netting the character half the payout.
  • If all three checks are successful, the character earns the full value of the loot.
Loot Value
DC Value
10 50 gp, robbery of a struggling merchant
15 100 gp, robbery of a prosperous merchant
20 200 gp, robbery of a noble
25 1,000 gp, robbery of one of the richest figures in town

Complications


A life of crime is filled with complications. Roll on the Crime Complications table (or create a complication of your own) if the character succeeds on only one check. If the character's rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks.

Crime Complications
d8 Complication
1 A bounty equal to your earnings is offered for information about your crime.*
2 An unknown person contacts you, threatening to reveal your crime if you don't render a service.*
3 Your victim is financially ruined by your crime.
4 Someone who knows of your crime has been arrested on an unrelated matter.*
5 Your loot is a single, easily identified item that you can't fence in this region.
6 You robbed someone who was under a local crime lord's protection, and who now wants revenge.
7 Your victim calls in a favor from a guard, doubling the efforts to solve the case.
8 Your victim asks one of your adventuring companions to solve the crime.

*Might involve a rival

Gambling


Games of chance are a way to make a fortune—and perhaps a better way to lose one.

Resources


This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.

Resolution


The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.


The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.

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Gambling Results
Result Value
0 successes Lose all the money you bet, and accrue a debt equal to that amount.
1 success Lose half the money you bet.
2 successes Gain the amount you bet plus half again more.
3 successes Gain double the amount you bet.

Complications


Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, examples of which are on the Gambling Complications table.

Gambling Complications
d6 Complication
1 You are accused of cheating. You decide whether you actually did cheat or were framed.*
2 The town guards raid the gambling hall and throw you in jail.*
3 A noble in town loses badly to you and loudly vows to get revenge.*
4 You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back.
5 A local crime boss insists you start frequenting the boss's gambling parlor and no others.
6 A high-stakes gambler comes to town and insists that you take part in a game.

*Might involve a rival

Performing Sacred Rites


A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer.


A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.


A character who spends at least 10 days performing sacred rites gains inspiration (described in chapter 4 of the Player's Handbook) at the start of each day for the next 2d6 days.

Pit Fighting


Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity.

Resources


Engaging in this activity requires one workweek of effort from a character.

Resolution


The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents.

The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this roll doesn't spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character's weapons. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Pit Fighting Results table to see how the character did.

Pit Fighting Results
Result Value
0 successes Lose your bouts, earning nothing.
1 success Win 50 gp.
2 successes Win 100 gp.
3 successes Win 200 gp.

Complications


Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches' promoters. Every workweek spent pit fighting brings a 10 percent chance of a complication, examples of which are on the Pit Fighting Complications table.

Pit Fighting Complications
d6 Complication
1 An opponent swears to take revenge on you.*
2 A crime boss approaches you and offers to pay you to intentionally lose a few matches.*
3 You defeat a popular local champion, drawing the crowd's ire.
4 You defeat a noble's servant, drawing the wrath of the noble's house.*
5 You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.*
6 You accidentally deliver a near-fatal wound to a foe.

*Might involve a rival

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Relaxation


Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don't want to make use of the downtime system.

Resources


Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity.

Resolution


Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.

Complications


Relaxation rarely comes with complications. If you want to make life complicated for the characters, introduce an action or an event connected to a rival.

Religious Service


Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders.

Resources


Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character's. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure.

Resolution


At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.

Religious Service
Check Total Result
01 - 10 No effect. Your efforts fail to make a lasting impression.
11 - 20 You earn one favor.
21+ You earn two favors.

A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity's intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.


Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character's Charisma modifier (minimum of one unused favor).

Complications


Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a 10 percent chance of a complication, examples of which are on the Religious Service Complications table.

Religious Service Complications
d6 Complication
1 You have offended a priest through your words or actions.*
2 Blasphemy is still blasphemy, even if you did it by accident.
3 A secret sect in the temple offers you membership.
4 Another temple tries to recruit you as a spy.*
5 The temple elders implore you to take up a holy quest.
6 You accidentally discover that an important person in the temple is a fiend worshiper.

*Might involve a rival

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Research


Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.

Resources


Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses.

Resolution


The character declares the focus of the research—a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.

Research Outcome
Check Total Outcome
01 - 05 No effect.
06 - 10 You learn one piece of lore.
11 - 20 You learn two pieces of lore.
21+ You learn three pieces of lore.

Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.


As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.

Complications


The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth.


In addition, a character might run into other complications during research. Every workweek spent in research brings a 10 percent chance of a complication, examples of which are on the Research Complications table.

Research Complications
d6 Complication
1 You accidentally damage a rare book.
2 You offend a sage, who demands an extravagant gift.*
3 If you had known that book was cursed, you never would have opened it.
4 A sage becomes obsessed with convincing you of a number of strange theories about reality.*
5 Your actions cause you to be banned from a library until you make reparations.*
6 You uncovered useful lore, but only by promising to complete a dangerous task in return.

*Might involve a rival

Reveling


Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.


A reveling character spends money as though maintaining a wealthy lifestyle (4 gp per day spent reveling). At the end of the period spent reveling, the player rolls percentile dice and adds the character's level, then compares the total to the Reveling Results table to determine what happens to the character, or you choose.

Reveling Results
d100 + Level Result
01-10 You are jailed for 1d4 days at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest.
11-20 You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6 × 5 gp.
21-30 You make an enemy. This person, business, or organization is now hostile to you. The DM determines the offended party. You decide how you offended them.
31-40 You are caught up in a whirlwind romance. Roll a d20. On a 1–5, the romance ends badly. On a 6–10, the romance ends amicably. On an 11–20, the romance is ongoing. You determine the identity of the love interest, subject to your DM's approval. If the romance ends badly, you might gain a new flaw. If it ends well or is ongoing, your new love interest might represent a new bond.

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d100 + Level Result
41-80 You earn modest winnings from gambling and recuperate your lifestyle expenses for the time spent carousing.
81-90 You earn modest winnings from gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 1d20 × 4 gp.
91-100 You make a small fortune gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 4d6 × 10 gp. Your carousing becomes the stuff of local legend.

Running a Business


Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.


A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens.


If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a -10 penalty to subsequent rolls made on this table.

Running a Business
d100 + Days Result
01 - 20 You must pay one and a half times the business's maintenance cost for each of the days.
21 - 30 You must pay the business's full maintenance cost for each of the days
31 - 40 You must pay half the business's maintenance cost for each of the days. Profits cover the other half.
41 - 60 The business covers its own maintenance cost for each of the days.
61 - 80 The business covers its own maintenance cost for each of the days. It earns a profit of 1d6 × 5 gp.
81 - 90 The business covers its own maintenance cost for each of the days. It earns a profit of 2d8 × 5 gp.
91 - 100 The business covers its own maintenance cost for each of the days. It earns a profit of 3d10 × 5 gp.

Scribing a Spell Scroll


With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.

Resources


Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell.


If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.

Spell Level Costs
d8 Loot Loot
Cantrip 1 day 15 gp
1st 1 day 25 gp
2nd 3 days 250 gp
3rd 1 workweek 500 gp
4th 2 workweeks 2,500 gp
5th 4 workweeks 5,000 gp
6th 8 workweeks 15,000 gp
7th 16 workweeks 25,000 gp
8th 32 workweeks 50,000 gp
9th 48 workweeks 250,000 gp

Complications


Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table.

Scribe a Scroll Complications
d6 Complication
1 You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.
2 The priest of a temple of good accuses you of trafficking in dark magic.*
3 A wizard eager to collect one of your spells in a book presses you to sell the scroll.
4 Due to a strange error in creating the scroll, it is instead a random spell of the same level.
5 The rare parchment you bought for your scroll has a barely visible map on it.
6 A thief attempts to break into your workroom.*

*Might involve a rival

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Selling a Magic Item


Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there's no guarantee that a character will receive a good offer even if a legitimate buyer is found.

Resources


A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell.

Resolution


A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.

Magic Item Base Prices
Rarity Base Price*
Common 100 gp
Uncommon 400 gp
Rare 4,000 gp
Very Rare 40,000 gp
Legendary 200,000 gp
Magic Item Offer
Check Total Offer
01 - 10 50% of base price
11 - 20 100% of base price
21+ 150% of base price

Complications


The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn't want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every workweek spent trying to sell an item brings a 10 percent chance of a complication, examples of which are on the Magic Item Sale Complications table.

Magic Item Sale Complications
d6 Complication
1 Your enemy secretly arranges to buy the item to use it against you.*
2 A thieves' guild, alerted to the sale, attempts to steal your item.*
3 A foe circulates rumors that your item is a fake.*
4 A sorcerer claims your item as a birthright and demands you hand it over.
5 Your item's previous owner, or surviving allies of the owner, vow to retake the item by force.
6 The buyer is murdered before the sale is finalized.*

*Might involve a rival

Sowing Rumors


Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.


Sowing a rumor about an individual or organization requires a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a town or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades away without the benefit of constant repetition.

Sowing Rumors
Settlement Size Time Required
Village 2d6 days
Town 4d6 days
City 6d6 days

The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community's prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail.


Shifting a community's general attitude toward a person or organization doesn't affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the subject of the rumors.

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Training


Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool.

Resources


Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character's Intelligence modifier (an Intelligence penalty doesn't increase the time needed). Training costs 25 gp per workweek.

Complications


Complications that arise while training typically involve the teacher. Every ten workweeks spent in training brings a 10 percent chance of a complication, examples of which are on the Training Complications table.

Training Complications
d6 Complication
1 Your instructor disappears, forcing you to spend one workweek finding a new one.*
2 Your teacher instructs you in rare, archaic methods, which draw comments from others.
3 Your teacher is a spy sent to learn your plans.*
4 Your teacher is a wanted criminal.
5 Your teacher is a cruel taskmaster.
6 Your teacher asks for help dealing with a threat.

*Might involve a rival

Training to Gain Levels


You must spend downtime training or studying before gaining the benefits of a new level. Once a character has earned enough experience points to attain a new level, he or she must train for a number of days before gaining any class features associated with the new level.


The training time required depends on the level to be gained, as shown on the Training to Gain Levels table. The training cost is for the total training time.

Training to Gain Levels
Level Attained Training Time Training Cost
2nd - 4th 1 day 20 gp
5th - 10th 3 days 40 gp
11th - 16th 5 days 60 gp
17th - 20th 10 days 80 gp

Work


When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict.

Resources


Performing a job requires one workweek of effort.

Resolution


To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check.

Wages
Check Total Earnings
01 - 09 Poor lifestyle for the week (2 sp per day)
10 - 14 Modest lifestyle for the week (1 gp per day)
15 - 20 Comfortable lifestyle for the week (2 gp per day)
21+ Wealthy lifestyle for the week (4 gp per day)

Complications


Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker's life. Each workweek of activity brings a 10 percent chance that a character encounters a complication.

Work Complications
d6 Complication
1 A difficult customer or a fight with a coworker reduces the wages you earn by one category.*
2 Your employer's financial difficulties result in your not being paid.*
3 A coworker with ties to an important family in town takes a dislike to you.*
4 Your employer is involved with a dark cult or a criminal enterprise.
5 A crime ring targets your business for extortion.*
6 You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.*

*Might involve a rival

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Feats

Contents

Class Feats

Artificer Initiate

You've learned some of an artificer's inventiveness:

  • Increase your Charisma, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Your spellcasting ability for the spells is the ability increased by this feat.
  • You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
  • You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus.

Eldritch Adept

Studying occult lore, you gain the following benefits:

  • Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20.
  • You learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the spell is the ability increased by this feat.
  • If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
  • Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Fighting Initiate

Your martial training has helped you develop a particular style of fighting, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
  • Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Metamagic Adept

You've learned how to exert your will on your spells to alter how they function:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn one cantrip of your choice from the sorcerer's spell list. Your spellcasting ability for the spell is the ability increased by this feat.
  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

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Combat Feats

Brute Force

You mastered fighting with two-handed weapons, gaining the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while you are wielding a weapon with two hands as if you donned a shield.
  • When taking the Attack action while wielding an unwieldy weapon in both hands, you can make as many attacks as you could normally make. For each attack roll beyond the first, you roll an additional die and take the lowest result.

Dual Wielder

You mastered fighting with two weapons, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • When you take the Attack action and make an attack while wielding two weapons you are proficient in in each hand, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you can swing with both weapons as part of the same attack. The damage dealt with that attack equals the damage dice of both weapons, though you add the appropriate ability modifier to the damage only once.

Expert Duelist

You've learned where to attack with what weapon to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reduce the armor class of the target by half your proficiency bonus until the start of your next turn.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • When you are wielding a weapon with which you are proficient and another creature hits your mount with a melee attack, you can use your reaction to add your proficiency bonus to your mount's AC for that attack, potentially causing the attack to miss.

Opportunist

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Creatures provoke opportunity attacks from you when they enter or leave your reach, even if they take the Disengage action.
  • When you hit a creature with a melee attack as part of a reaction, the creature's speed becomes 0 for the rest of the turn.

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Poisoner

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

  • Increase your Intelligence score by 1, to a maximum of 20.
  • When you make a damage roll that deals poison damage, it ignores resistance and immunity to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw or take poison damage equal to 1d8 times your proficiency bonus and become poisoned until the end of your next turn. The DC for your poisons equals your Intelligence score + your proficiency bonus.

Quickdraw

Thanks to extensive practice with ranged weapons, you gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You ignore the loading quality of ranged weapons with which you are proficient with, and you no longer need to have a free hand to reload your weapon.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one-handed ranged weapon you are holding.

Savage Attacker

Your attacks pack more of a punch. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn when you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.
  • When you score a critical hit, you grievously wound them. You can roll one additional die when determining the extra damage the target takes. Additionally, attack rolls against that creature are made with advantage until the start of your next turn, and its attack rolls are made with disadvantage until the start of your next turn.

Sentinel

You excel at defending narrow passages, doorways, tight spaces and your allies around you, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet, casts a spell or attacks another creature other than you while within your reach. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you take the Attack action with a ranged weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength, Dexterity or Constitution by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • You have advantage on ability checks to grapple, push or knock a creature prone.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

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Weapon Master

You have practiced extensively with a variety of melee weapons, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you take the Attack action with a melee weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.
  • When you are wielding a melee weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

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Defensive Feats

Armor Master

You're knowledgable in the wear and tear of armors and defensive fighting, gaining the following benefits:

  • Increase your Strength, Dexterity or Constitution, to a maximum of 20.
  • You gain proficiency in all armor and shields.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
  • When you roll a Hit Die to regain hit points as part of a short rest, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Lightly Armored

Prerequisite: Proficiency with light armor


You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You can now wear padded armor below another armor, giving you a +1 bonus to AC.
  • While you are wearing light armor, attacks made against you as part of a reaction are made with disadvantage.

Moderately Armored

Prerequisite: Proficiency with medium armor


You have trained to master the use of medium armor, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Heavily Armored

Prerequisite: Proficiency with heavy armor


You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by an amount equal to your proficiency bonus.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • You gain proficiency with all shields, if you didn't have them already.
  • While you are wielding a shield, you can use a bonus action to try to shove a creature or make one melee weapon attack with the shield at a target within 5 feet of you. The damage equals the damage die in the damage column of the Armor table, and you use your Strength modifier for the attack and damage rolls.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail, interposing your shield between yourself and the source of the effect. Any creature within 5 feet of you gains the same effect.

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Exploration Feats

Alert

Always on the lookout for danger, you gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you or teleporting to you.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Athlete

You have undergone extensive physical training, becoming exceptionally speedy and agile. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
  • Your speed increases by 10 feet, and when you are prone, standing up uses only 5 feet of your movement.
  • You can take the Dash action as a bonus action. When you do so, difficult terrain doesn't cost you extra movement on that turn.
  • Climbing doesn't cost you extra movement, and you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Skulker

You are expert at slinking through shadows, and you are alert to the hidden traps and secret doors found in many dungeons. You gain the following benefits:

  • Increase your Dexterity or Wisdom by 1, to a maximum of 20.
  • You can try to hide when you are lightly obscured from the creature from which you are hiding, and traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps, and you have resistance to the damage dealt by traps.

Trapper


You have quick hands and a quick mind, having found creative uses for traps to gain any advantage they can against your foes.

  • Increase your Charisma, Intelligence or Wisdom by 1, to a maximum of 20.
  • As part of a long rest, you can forage, prepare and craft a number of small traps equal to your proficiency bonus. You can use your action to set a prepared small trap on a surface of 5 feet by 5 feet within your reach, expending it. The trap can be caltrops, a hunting trap, an improvised mine, an unstable alchemy flask or another type of improvised contraption. The trap is hidden, and lasts until it is activated. When a creature enters the space where the small trap is set, it activates and the creature must make a Dexterity saving throw or take 1d6 damage of one of the following damage types: acid, bludgeoning, fire, lightning, poison, piercing, or slashing (choose when you create your traps). The DC to avoid its effects or to find it equals 8 + your proficiency bonus + the ability modifier of the ability you increased by this feat. The damage of your small traps increases by an additional 1d6 at 5th (2d6), 11th (3d6), and 17th level (4d6).

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Magic Feats

Elemental Adept

You've manifested some of the power of the elements. When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. You gain the following benefits:

  • Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20.
  • When you deal damage, you ignore resistance to damage of the chosen type. In addition, when you roll damage that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • As a bonus action, you can touch a simple or martial weapon and infuse it with the chosen type. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a short or long rest.
  • When you take damage of the chosen type, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Magic Initiate

Whether through training or another source, you are touched by magic, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn one cantrip, one 1st-level spell, and one 2nd-level spell of your choice from any spell list. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
  • Whenever you reach a level that grants the Ability Score Improvement feature, you can replace the cantrip you learned through this feat with another one.

Ritual Caster

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  • If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Spell Sniper

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip of your choice that requires an attack roll. Your spellcasting ability for the spell is the ability increased by this feat.

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War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Additionally, when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands, and you have advantage on saving throws against spells cast by creatures within 5 feet of you.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

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Psionic Feats

Telekinetic

You learn to move things with your mind, granting you the following benefits:

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

Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Psionic Blast

You can exert psionic energy to blast your opponents away from you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • When you take damage from a creature that is within 30 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes force damage equal to 1d8 times your proficiency bonus and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. Once you use this trait, you can't do so again until you finish a short or long rest.

Psionic Shield

You can shield yourself or others with a psionic barrier for protection, granting you the following beneftis:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + the ability modifier of the ability increased by this feat. You can use a shield and still gain this benefit.
  • When you or another creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. Once you use this trait, you can't do so again until you finish a short or long rest.

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Social Feats

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Chef

Time spent mastering the culinary arts has paid off, granting you the following benefits:

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

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Wisdom by 1, to a maximum of 20.
  • When you succeed in stabilizing a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore a number of hit points equal to four times your proficiency bonus. The creature can't regain hit points from this feat again until it finishes a short or long rest.
  • As a bonus action, you can spend one use of a healer's kit to quickly aid a creature and give them a number of temporary hit points equal to four times your proficiency bonus. The creature can't gain temporary points from this feat again until it finishes a short or long rest.
  • When a creature other than you within 30 feet of you rolls a Hit Die to regain hit points, the minimum number of hit points the ally regains from the roll equals twice your Constitution modifier (minimum of 2).

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

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Lucky

You have inexplicable luck that seems to kick in at just the right moment.

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • You regain your expended luck points when you finish a long rest.

Skill Expert

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in any combination of four skills, tools, martial weapons, common languages or exotic languages of your choice.
  • Choose two skills or tools in which you have proficiency. You gain expertise with them, which means your proficiency bonus is doubled for any ability check you make with them. The skills or tools you choose must be ones that aren't already benefiting from a feature that doubles your proficiency bonus.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

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Spells


New and changed spells are presented here in alphabetical order.

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Spell Lists

Artificer

Cantrips
  • Arcane Consultation
  • Booming Blade
  • Green-Flame Blade
  • Mystic Transmission
  • Summon Weapon
1st-level
  • Awaken Rope
2nd-level
  • Imbue Luck

Bard

Cantrips
  • Arcane Consultation
  • Butterfly Blade
  • Control Smoke
  • Divining Bolt
  • Haunted Blade
  • Illusionary Dart
  • Minor Appearance Modification
  • Shocking Strike
  • Summon Weapon
  • Trickster's Quirk
  • True Strike
1st-level
  • Awaken Rope
  • Induce Headache
  • Illusory Pit
2nd-level
  • Alacrity
  • Animate Object
  • Inspiring Visage
  • Vicious Hound
3rd-level
  • Champion
5th-level
  • Sonic Shriek

Cleric

Cantrips
  • Divining Bolt
  • Sacred Symbol
  • Summon Weapon
2nd-level
  • Otherworldy Favor
3rd-level
  • Champion
9th-level
  • Greater Animate Dead

Druid

Cantrips
  • Burn
  • Butterfly Blade
  • Conjure Vermin
  • Control Smoke
  • Decaying Touch
  • Divining Bolt
  • Fists of Fire
  • Freeze
  • Ice Weapon
  • Impact
  • Minor Appearance Modification
  • Phantom Arrow
  • Shocking Strike
  • Windswept Strike
1st-level
  • Bramble Binding
  • Gale Bolt
  • Lightning Tendril
  • Nauseating Poison
  • Stone Fist
  • Tandark's Shadow Slash
2nd-level
  • Barkskin
  • Become Fire
  • Become Stone
  • Become Water
  • Become Wind
  • Crackle
  • Dancing Wave
  • Earth Ripple
  • Summon Swarm
  • Vicious Vapors

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3rd-level
  • Bramble Barrier
  • Champion
  • Mutate
  • Quick Sand
  • Rain of Spiders
  • Spider Bite
  • Vortex Blast
4th-level
  • Orbital Stones
  • Poison Puff
  • Stinging Swarm
  • Stone Coffin
5th-level
  • Acid Rain

Ranger

1st-level
  • Awaken Rope
  • Bramble Binding
  • Gale Bolt
3rd-level
  • Bramble Barrier

Sorcerer

Cantrips
  • Arcane Consultation
  • Booming Blade
  • Burn
  • Butterfly Blade
  • Control Smoke
  • Decaying Touch
  • Divining Bolt
  • Fists of Fire
  • Freeze
  • Haunted Blade
  • Green-Flame Blade
  • Illusionary Dart
  • Impact
  • Minor Appearance Modification
  • Mystic Transmission
  • Phantom Arrow
  • Shocking Strike
  • Spellfire Strike
  • Trickster's Quirk
  • True Strike
1st-level
  • Electrify
  • False Life
  • Gale Bolt
  • Illusory Pit
  • Lightning Tendril
  • Mage Armor
  • Stone Fist
  • Tandark's Shadow Slash
  • Witchbolt
2nd-level
  • Alacrity
  • Animate Object
  • Become Fire
  • Become Stone
  • Become Water
  • Become Wind
  • Crackle
  • Dancing Wave
  • Earth Ripple
  • Maximilian's Earthen Grasp
  • Poison Dart
  • Vicious Hound
3rd-level
  • Champion
  • Illusionary Fireball
  • Mutate
  • Quick Sand
  • Rain of Spiders
  • Vortex Blast
4th-level
  • Jumping Jolt
  • Orbital Stones
  • Stone Coffin
  • Suffocate
5th-level
  • Sky Burst
  • Sonic Shriek

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Warlock

Cantrips
  • Arcane Consultation
  • Booming Blade
  • Butterfly Blade
  • Haunted Blade
  • Green-Flame Blade
  • Impact
  • Minor Appearance Modification
  • Phantom Arrow
  • Sacred Symbol
  • Shocking Strike
  • Spellfire Strike
  • Summon Weapon
  • Trickster's Quirk
  • True Strike
1st-level
  • Illusory Pit
  • Lightning Tendril
  • Nauseating Poison
  • Stone Fist
  • Tandark's Shadow Slash
  • Witchbolt
2nd-level
  • Become Fire
  • Become Stone
  • Become Water
  • Become Wind
  • Crackle
  • Otherworldly Favor
  • Poison Dart
  • Vicious Hound
  • Vicious Vapors
3rd-level
  • Champion
  • Mutate
  • Rain of Spiders
  • Spider Bite
4th-level
  • Orbital Stones
  • Poison Puff
  • Stinging Swarm

Wizard

Cantrips
  • Arcane Consultation
  • Booming Blade
  • Butterfly Blade
  • Control Smoke
  • Diving Bolt
  • Haunted Blade
  • Green-Flame Blade
  • Illusionary Dart
  • Minor Appearance Modification
  • Mystic Transmission
  • Phantom Arrow
  • Shocking Strike
  • Spellfire Strike
  • Summon Weapon
  • Trickster's Quirk
  • True Strike
1st-level
  • Awaken Rope
  • Electrify
  • False life
  • Gale Bolt
  • Induce Headache
  • Illusory Pit
  • Lightning Tendril
  • Mage Armor
  • Stone Fist
  • Witchbolt
2nd-level
  • Alacrity
  • Animate Object
  • Become Fire
  • Become Stone
  • Become Water
  • Become Wind
  • Crackle
  • Dancing Wave
  • Earth Ripple
  • Form of Familiar
  • Maximilian's Earthen Grasp
  • Poison Dart
  • Summon Swarm
  • Vicious Hound
  • Vicious Vapors

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3rd-level
  • Champion
  • Illusionary Fireball
  • Mutate
  • Quick Sand
  • Rain of Spiders
  • Spider Bite
  • Vortex Blast
4th-level
  • Jumping Jolt
  • Poison Puff
  • Stinging Swarm
  • Stone Coffin
  • Suffocate
5th-level
  • Acid Rain
  • Sky Burst
  • Sonic Shriek
9th-level
  • Greater Animate Dead
  • Manipulate Fate

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Cantrips

Arcane Consultation

Divination cantrip


  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of quartz)
  • Duration: Concentration, up to 1 minute

A spirit appears to you, the DM determines the appearance of the spirit, but it is ethereal and cannot touch or be touched and only you can see it. As long as the spirit is present, you may ask it questions and it will try to answer. It can tell you:

  • The time of day and date.
  • The direction of true north.
  • Your body temperature or that of another creature within 10 feet of you, or the temperature of your current environment.
  • The names of the most revered gods, the most powerful nations and their rulers, and the names of the most famous historical figures.
  • The language a text is written in or the language that another creatures is speaking (it cannot translate).
  • The temperature that water boils at.
  • The most likely weather today and tomorrow.

The spirit may possess other knowledge, at the DM's discretion, but its knowledge is usually superficial, trivial or something that is general knowledge.


Alternatively, you may give the spirit a book or text in a language you can speak. The spirit disappears with the text. When you next summon it, the spirit will then explain to you the contents of the text it has read so far to the best of its ability and give it back. The spirit takes 1 hour to read 100,000 words.

Booming Blade

Evocation cantrip


  • Classes: Artificer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature you can see within the weapon's reach. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.


At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Burn

Transmutation cantrip


  • Classes: Druid, Occultist, Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You ignite a brilliant flame around your hand that sears anything you touch. Make a melee spell attack against the target. On hit, the target takes 1d12 fire damage.


The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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Butterfly Blade

Illusion cantrip


  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee weapon attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, as a vein of magical energy bursts out from the point of the strike, creating an illusory swarm of spectral butterflies, birds, or similar creatures that surround you until the end of your next turn. The first attack that targets you before then subtracts 1d4 from its attack roll. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.


This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack deals an extra 1d8 psychic damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8). Additionally, the die rolled for the disruption caused by the illusion increases by one step at 5th level (d6), 11th level (d8), and 17th level (d10).

Conjure Vermin

Conjuration cantrip


  • Classes Druid
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (an insect's wing)
  • Duration: Concentration, up to 1 hour

You summon a fey spirit in the shape of tiny vermin that appears in an unoccupied space you can see within range. The vermin can be a bee, a fly, a spider, a scorpion or a wasp. The vermin is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.


The summoned vermin is friendly to you and your companions, and acts on your initiative, but can obey only the simplest of your verbal commands (no action required), usually ones of 1 or 2 words. If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. The DM has the creature's statistics.


At higher levels. The number of vermin you summon when you cast this spell increases by 1 when you reach 5th level, and increases by 1 again when you reach 11th level and when you reach 17th level.

Control Smoke

Transmutation cantrip


  • Classes: Bard, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a pinch of ash)
  • Duration: Instantaneous or 1 hour

A little spell used mainly by students on winter nights by the fire to tell stories. Choose a 5-foot cube you can see within range. You affect it or the smoke within in one of the following ways:

  • You can make smoke appear or disappear.
  • You make the smoke expand 5 feet in one direction that is not down.
  • You change the smoke's color.
  • You create shapes within the 5 foot cube, these shapes can be incredibly detailed and beautiful, but are always clearly made of smoke.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Decaying Touch

Transmutation cantrip


  • Classes: Druid, Occultist, Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (powdered remains of a dead animal)
  • Duration: Instantaneous

You wreath your hand in necrotic decay that causes anything you touch to wither and die. Make a melee spell attack against the target. On hit, the targets takes 1d6 necrotic damage is starts to flake and decay. The first time they take damage from another source before the start of your next turn, they take an additional 1d6 necrotic damage. Targets immune to diseases are immune to this effect.


The both the initial and secondary damage of the spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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Divining Bolt

Divination cantrip


  • Classes: Bard, Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a small coil of wire)
  • Duration: Instantaneous

A probing bolt of energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 psychic damage, and you learn the target's current hit points.


The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.

Fists of Fire

Transmutation cantrip


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

You cause your fists to erupt in flames. For the duration, your fists become a set of simple natural weapons that deal 1d8 fire damage. You are proficient in these weapons, and they have the Light property.


For the duration, any flammable object you attempt to hold catches fire. If you end your turn grappling another creature with your hands, it takes 1d4 fire damage. You can end the spell early (no action required).

Freeze

Transmutation cantrip


  • Classes: Druid, Occultist, Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You instill a deadly chill into your hand. Make a melee spell attack against the target. On hit, the target takes 1d8 cold damage, and the target's movement speed is reduced by 10 feet until the end of their turn.


The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Haunted Blade

Necromancy cantrip


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against a creature within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, and then becomes haunted by an otherworldly force until your next turn ends. If the target makes a saving throw before then, they subtract 1d4 from the total, and the spell ends. If the saving throw is made against the Frightened condition, they subtract 2d4 instead.


The melee attack you make as part of casting this spell deals additional damage when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 psychic damage. This increases by an additional 1d8 at 11th level (2d8) and 17th level (3d8).

Ice Weapon

Transmutation cantrip


  • Classes: Druid, Occultist
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a drop of water that was once snow)
  • Duration: 1 minute

You conjure a weapon formed from magical ice from the air. You have proficiency with this weapon. When you form it, and as a bonus action while wielding it, you can morph the weapon into different forms that take on the following properties. If you lose or discard the weapon, you can reform it in your hand as a bonus action.

Weapon Damage Properties
Ice Spear 1d6 Thrown (30/90)
Ice Sword 1d6 Versatile (1d8)
Ice Lance 1d8 Two-Handed, Reach
Ice Hammer 1d10 Two-Handed, Heavy
Ice Dagger 1d4 Finesse, Thrown (30/90)

Regardless of it's form, the weapon deals cold damage. You can end the spell early, letting the weapon melt to a harmless splash of water (no action required). You can have up to two ice weapons formed from this spell at a time. After forming a third, the first created one melts away.

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Illusionary Dart

Illusion cantrip


  • Classes: Bard, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create and throw an illusionary dart at a creature you can see within range. Make a ranged spell attack. On hit, they take 1d8 psychic damage.


The number of darts you can throw with this spell increases when you reach 5th level (2 darts), 11th (3 darts), and 17th level (4 darts). You can direct the dart at the same target or at different ones. Make a separate attack roll for each dart.

Impact

Transmutation cantrip


  • Classes: Druid, Occultist, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You impart great force into a target you touch. Make a melee spell attack against the target. On hit, the target takes 1d10 bludgeoning damage, and is knocked 5 feet directly away from you.


The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Green-Flame Blade

Evocation cantrip


  • Classes: Artificer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature you can see within the weapon's reach. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.


At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Minor Appearance Modification

Illusion Cantrip


  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (makeup)
  • Duration: 1 hour

A common cantrip used for seduction or fashion, but also just to mess around. You create an illusory small change in your appearance. You may:

  • Change the size or colour of your eyes.
  • Change the shape, width or length of your nose (no more than 3 inches).
  • Change the colour or length of your hair (no more than 3 inches).
  • Change the colour or length of your fingernails (no more than 3 inches).
  • Create a small tattoo or scar anywhere on your body (it can't occupy a space larger than 3 square inches).
  • Remove a spot, scar or mark (no larger than 3 square inches).

If you cast this spell multiple times, you can have up to two of its effects active at a time, and you can dismiss such an effect as an action.

Mystic Transmission

Transmutation cantrip


  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a thin copper wire and a small magnet)
  • Duration: Concentration, 1 hour

For the duration of the spell, whenever you say something, any creature within 10 miles of you that is currently concentrating on this cantrip can hear what you say and vice versa. They cannot hear what other people are saying around you nor other background noise. As a bonus action, you may choose to silence your side of the transmission, in this case you can hear what others concentrating on this cantrip are saying, but cannot be heard by them.

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Phantom Arrow

Necromancy cantrip


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a weapon with the ammunition property worth at least 1 sp)
  • Duration: Instantaneous

You ready the weapon used in the spell's casting and make a ranged attack with it against a target you can see within the weapon's range. In place of ammunition, a mote of soulfire (a ghostlike energy which dances like flame, but chills like frost) forms along your weapon as you motion to attack. On a hit, the target suffers the weapon attack's normal effects, but the damage counts as cold instead of the weapon's normal damage type.


The arrow created by this spell phases through solid objects that are not being worn or carried, allowing you to fire it through most barriers. Barriers more than 1 foot in thickness block the arrow, as do magical barriers of any kind. The arrow disappears after the attack.


The ranged attack you make as part of casting this spell deals additional damage when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 cold damage. This increases by an additional 1d8 at 11th level (2d8) and 17th level (3d8).

Sacred Symbol

Illusion Cantrip


  • Classes: Cleric, Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a silver coin with your god's likeness or symbol on it)
  • Duration: Concentration, up to 1 minute

You create a glowing sacred symbol that hovers in the air within range. The glowing symbol occupies a space no larger than a 5 foot cube, and sheds nonmagical bright light, dim light or darkness for 10 feet (your choice). This sacred symbol can be:

  • Your holy symbol, or your god or patron's name spelt out in a language you can write.
  • A depiction of your god or patron, or of a person or object associated with your god or patron (for example, a famous saint, or a lightning bolt for a storm god).

As a bonus action on your turn, you can move the symbol up to 60 feet to a new spot within range. The sacred symbol winks out if it exceeds the spell’s range.

Shocking Strike

Evocation cantrip


  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, as a surge of volatile electrical energy gathers around them. If the target takes a reaction before the start of its next turn, it takes 1d4 lightning damage and the spell ends. If the target's reaction was used to make an attack of opportunity, the attack is made with disadvantage.


This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the damage the target takes for using a reaction increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4).

Spellfire Strike

Evocation cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee weapon attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, then becomes assailed by a sheath of flame. At the end of the target's next turn, it suffers fire damage equal to your spellcasting ability modifier.


If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. The target can also douse the flames by dropping prone and expending 5 feet of movement, rolling on the ground.


This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack deals an extra 1d8 fire damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).

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Summon Weapon

Conjuration Cantrip


  • Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour

You choose a creature you can see within range. If the creature has a free hand that could hold one, a nonmagical simple or martial weapon of your choice appears in their hand. The weapon has all the properties of the chosen weapon, and you choose its appearance. However, you cannot make the weapon appear to have a greater value to the one it would have normally.


The weapon disappears after 1 hour. It disappears earlier if it leaves the creature's person (for example, if they put it down, drop it or are disarmed). If the weapon has the thrown property and the creature makes a ranged attack with it, it disappears only after the attack has been made and any possible damage has been dealt.


You may have only one of these weapons summoned at a time and can dismiss it as a bonus action, making it disappear.


The number of weapons you can have summoned at a time increases when you reach certain levels. At 5th level, you can have 2 weapons summoned at the same time, which increases to 3 weapons at 11th level, and 4 weapons at 17th level.

Trickster's Quirk

Enchantment cantrip


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a fox's whisker)
  • Duration: Instantaneous

You attempt to cause a creature within range that you can see to make an involuntary expression or sound that last until the start of your next turn. The creature must succeed on a Wisdom saving throw. On a failure, choose one of the following:

  • The creature's facial muscles contract, causing it to wink, blink, grin, grimace or drop its jaw (your choice).
  • The creature lets out an involuntary belch, cough, laugh, scream or sneeze, or says a random word (your choice, but you don't get to choose the word if you choose to make it say a word).

If the creature was concentrating on a spell or ability when it failed the saving throw, it must make a DC 10 Constitution saving throw to maintain concentration.

True Strike

Divination cantrip


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee weapon attack with it against a target you can see within the weapon's reach. If you would be forced to roll with disadvantage, roll only once instead. On a hit, the target suffers the weapon attack's normal effects, and then becomes marked by a glowing aura of divination magic until the end of your next turn. If an attack targets the creature before then, add 1d4 to the attack roll, and the spell ends.


This spell adds damage when you reach certain levels. At 5th level, the initial attack you make as part of casting this spell deals an extra 1d8 force damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).

Windswept Strike

Evocation cantrip


  • Classes: Druid
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, then becomes sheathed in an aura of volatile wind until your next turn ends. If the target moves or is hit by another attack before then, they must succeed a Strength saving throw or be pushed up to 10 feet in a horizontal direction which you choose when you cast this spell. The spell then ends.


Alternatively, if you move at least 20 feet in a straight line towards the target immediately before casting this spell and then hit with the attack, you can instantly push the target. They must succeed a Strength saving throw or be pushed up to 10 feet away from you. The spell then ends.


This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack deals an extra 1d8 bludgeoning damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).

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1st-level Spells

Awaken Rope

1st-level transmutation


  • Classes: Artificer, Bard, Occultist, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp)
  • Duration: Instantaneous

As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options:

  • Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope.
  • Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object.
  • Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points.

Befuddling Curse

1st-level enchantment


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

You befuddle a creature's mind, swapping the position of two things it can see that are of the same size and category (for example, two medium creatures or two gargantuan buildings). The target creature must make a Wisdom saving throw. On failure, it is unaware the two things have been swapped.


Each time the creature interacts with, attacks, or is attacked by a swapped targets, it can repeat its saving throw against the effect, ending the effect on a success.

Binding Curse

1st-level enchantment


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

You bind a creature to a point within 5 feet of it, causing a glowing chains of light to connect it to that point. For the duration of the spell, if the creature attempts to move away from that point, the must make a Wisdom saving throw, or be unable to move more than 5 feet away from from that point until the start of their next turn.


If a creature starts its turn more than 10 feet from the binding point, they must make a Strength saving throw are dragged 5 feet toward the binding point.

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Bramble Binding

1st-level transmutation


  • Classes: Druid, Occultist, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Brambles burst from your hand, lashing out at a target within range. The target must make a Dexterity saving throw. On failure, they take 4d4 piercing damage and, if the target is Large or smaller, it becomes entangled by brambles. While entangled by brambles, it can't move, but it can free itself as as an action (taking no additional damage) or rip itself free using half of its movement and taking an additional 2d4 piecing damage. On a successful save, they take half as much damage and aren't entangled by brambles.


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

Crippling Agony

1st-level necromancy


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a joint bone)
  • Duration: Concentration, up to 1 minute

You can inflict crippling agony on a foe. Choose one creature that you can see within range to make a Constitution saving throw. If the target fails, it becomes crippled with horrific pain. Whenever the creation moves more than half of it's movement speed or takes an action, the crippling pain causes it to take 1d6 necrotic damage.


It can repeat the saving throw at the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Electrify

1st-level evocation


  • Classes: Occultist, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a pair of singed gloves)
  • Duration: 1 round

You channel lightning into your hands. After casting this spell, if you make a successful melee spell attack, unarmed strike or a melee weapon attack with a weapon made of a conductive material (such as metal), the target takes 1d10 lightning damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the start of their next turn. The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.


For the duration of the spell, you can cast the spell shocking grasp.

False Life

1st-level necromancy


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small amount of alcohol or distilled spirits)
  • Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 4d4 temporary hit points for the duration.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 2d4 additional Temporary Hit Points for each slot level above 1st.

Gale Bolt

1st-level evocation


  • Classes: Druid, Occultist, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you.


At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d8 for each level above 1st.

Grip of the Dead

1st-level necromancy


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You channel unholy strength into you hand, and reach out to grab a creature. The creature must make a Strength saving throw or become restrained by your deathly iron grasp. As an action on its turn, the creature can attempt to escape using a Strength (Athletics) or Dexterity (Acrobatics) check against your Spell Save DC.


At the start of the creatures turn while you maintain the grip and the spell, it takes 1d8 necrotic damage as you drain the life from it, and regain hit points equal to half the damage dealt.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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Induce Headache

1st-level evocation


  • Classes: Bard, Occultist, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bad pun written on a scrap of parchment)
  • Duration: Concentration, up to 1 minute

Targeting a creature with 6 or more intelligence, you inflict an instantaneous headache on it. The target takes 1 psychic damage at the start of its turn, and has disadvantage on Constitution saving throws to maintain Concentration or Intelligence ability checks.

Illusory Pit

1st-level illusion


  • Classes: Bard, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 5 foot radius illusory pit at a point you can see on the ground. Creatures within the radius must make a Wisdom saving throw. A creature that fails their saving throw, believes they have fallen into the pit, and falls prone, cannot stand up, and is blinded beyond 5 feet of the illusory pit.


A creature can spend its action to attempt to climb out of the pit, repeating its Wisdom saving throw. On success, it spends all of its movement to stand up, and realizes the pit is an illusion, ending the spell for them. On failure, it cannot get out of the pit and continues to believe it is stuck in a pit. Creatures with a flying speed are unaffected.


At Higher Levels. When you cast the spell using a spell slot of 2nd level or higher, the radius of the pit increases by 5 feet for each level above 1st, to a maximum of a 20 foot radius with a 4th level spell slot.

Lightning Tendril

1st-level evocation


  • Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self (20 feet)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Crackling beams of blue energy leap from your hands. For the duration of the spell, as an action, you can direct them toward a creature within range, dealing 1d12 lightning damage to that creature.


At Higher Levels. When you cast this spell using a 2nd- or 3rd-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. When you cast it using a 4th- or 5th-level spell slot, the damage increases to 3d12 and the range increases to 60 feet. When you cast it using a spell slot of 6th level or higher, the damage increases to 4d12 and the range increases to 120 feet.

Mage Armor

1st-level abjuration


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 8 hours

For the duration of the spell, your base armor class while you aren't wearing armor becomes 10 + your Dexterity modifer + your spellcasting modifier, if it isn't higher already. The spell ends if you don armor or if you dismiss the spell as an action.

Nauseating Poison

1st-level necromancy


  • Classes: Druid, Occultist, Warlock
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a piece of rotten meat)
  • Duration: 1 round.

You shroud your hand, a weapon you are holding, or a natural weapon in dark ichorous miasma. After casting this spell, if you make a successful melee spell attack, unarmed strike or a melee weapon attack, the target takes an additional 1d8 poison damage and must make a Constitution saving throw. On a failed save, the target becomes poisoned until the end of your next turn.


The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.

Rotting Curse

1st-level necromancy


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

You inflicting a rotting decay on a creature, causing it to to begin to rot. For the duration of the spell, every time the creature takes damage, it takes an additional 1d4 necrotic damage, and the effect of all healing on the creature is reduced by half.


The target creature has disadvantage on any Charisma checks for social interaction during the effect of the spell.

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Spiritual Consultation

1st-level necromancy


  • Classes: Occultist
  • Casting Time: 1 minute.
  • Range: Self
  • Components: V, S, M (1 gp worth of incense, which the spell consumes)
  • Duration: 10 minutes.

You call forth a spirit that is proficient in a skill from Arcana, Animal Handling, History, Investigation, Medicine, Nature, Perception, Religion, or Survival. The spirit is ethereal and ephemeral and cannot interact with physical objects, but can provide guidance on matters relating to the skill selected when you summon it.


You can treat any check you make in the skill as if you have proficiency with it so long as the spirit can communicate with you. Alternatively, if the ability check is an Intelligence or Wisdom check you can have the spirit make the check, and it has a +5 for the skill was summoned for.


The spirit will follow you and cannot stray more than 5 feet from you. You can choose to release it early, dismissing it back from whence it came.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spirit's bonus making ability checks itself increases by 1 for each slot level above 1st, up to a maximum of +9.

Stone Fist

1st-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You turn your hand and forearm (or similar appendage) to stone until the start of your next turn. As part of casting the spell, you can make a melee spell attack against one creature you can reach. On a hit, the target takes 2d10 bludgeoning damage.


Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Tandark's Shadow Slash

1st-level evocation


  • Classes: Druid, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You weave a shadow as you slash your fingers in the direction of a creature or object you can see within range, causing a horizontal shadow to blast towards your target. Make a ranged spell attack against the target. On a hit, the target takes 4d4 necrotic damage. If your target is invisible or is in dim light or darkness while in range, you have advantage on the attack roll.


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

Witchbolt

1st-level evocation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your bonus action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your bonus action to do anything else or if the target has total cover from you.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

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2nd-level Spells

Alacrity

2nd-level transmutation


  • Classes: Bard, Occultist, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (the hand of a broken clock)
  • Duration: 1 round

Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.


If you are under the effect of haste, you gain no benefit from this spell.

Animate Object

2nd-level transmutation


  • Classes: Bard, Occultist, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You bring a small or smaller object to life. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. The object has the following stats: HP: 20, AC: 18, Str: 4, Dex: 18. The object has an attack modifier equal to your spell attack modifier. If the object is a weapon, it deals damage equal to the weapon's damage dice + your Wisdom modifier on hit dealing that weapons damage type, otherwise it deals 1d4 + your Wisdom modifier bludgeoning damage on hit.


As a bonus action, you can mentally command the animated object as long as it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.


If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

Barkskin

2nd-level transmutation


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a handful of oak bark)
  • Duration: 8 hours

Your skin becomes rough and bark-like. For the duration of the spell, your armor class becomes 10 + your Dexterity modifer + your spellcasting modifier, if it isn't higher already, and your AC can't be less than 16, regardless of what kind of armor you are wearing or what effects may otherwise reduce your armor class. The spell ends if you dismiss the spell as an action.

Become Fire

2nd-level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:

  • You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature on a turn, it takes 1d6 fire damage.
  • Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage.

Become Stone

2nd-level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 15 temporary hit points. Any remaining temporary hit points fade when the spell ends.

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Become Water

2nd-level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:

  • You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone.

Become Wind

2nd-level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally; you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft.

Boil Blood

2nd-level transmutation


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Targeting a creature that has taken slashing or piercing damage in the last minute, make it's blood heat and boil. The target creature must make a Constitution saving throw. On failure, it's blood begins to heat. At the start of it's turn while effected, it takes 3d4 fire damage and is crippled with agony, all terrain is difficult terrain for it.


At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Crackle

2nd-level evocation


  • Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create three arcs of lightning striking targets in range. You can direct them at one target or several. Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

Dancing Wave

2nd-level conjuration


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5 foot radius, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed. For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature's space during a your turn, they must make a Strength saving throw or take 1d6 bludgeoning damage and be knocked prone. A creature automatically fails this saving throw if they are prone.

Earth Ripple

2nd-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):

  • The target is pulled into the earth, taking 1d8 damage and reducing its movement speed to zero until a creature spends an action to dig it free.
  • It is slammed in a direction, taking 2d8 bludgeoning damage, is moved 5 feet in a direction of your choosing, and knocked prone.
  • It is impaled by a spike of earth, taking 4d8 piercing damage.

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Flame Blade

2nd-level evocation


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minute

You evoke a fiery blade in your free hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d6 fire damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, the flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

Form of Familiar

2nd-level transmutation


  • Classes: Occultist, Wizard
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a piece of fur, feather, or scale from your familiar, which the spell consumes)
  • Duration: 1 hour

You assume the form of the familiar that provided the material component to the spell. The transformation lasts for the duration, or until you drop to 0 hit points or die. Your game Statistics are replaced by the Statistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores.


You assume the Hit Points and Hit Dice of the new form. When you revert to your normal, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious. You can use an action to revert to your normal form at any time.


You are limited in the actions you can perform by the nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment.

Imbue Luck

2nd-level transmutation


  • Classes: Artificer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a four leaf clover)
  • Duration: 1 hour

You touch a weapon or worn item and imbue luck into it. If imbued on a weapon, for the duration, on an attack roll, the wielder can roll an additional d20 (they can choose to do this after they roll, but before the outcome is determined). The creature can choose which of the d20s is used for the attack roll.


If imbued into a worn item, they can roll a d20 when attacked, then choose whether the attack uses the attacker's roll or theirs.


With either use, the spell immediately ends upon rolling the extra d20.

Inspiring Visage

2nd-level enchantment


  • Classes: Bard, Paladin
  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a feather of a griffon)
  • Duration: 8 hours

An inspiring light envelopes you and those around you, protecting you from harm. For the duration of the spell, your armor class, as well as of any willing creatures of your choice within range who aren't wearing armor becomes 10 + its Dexterity modifer + your spellcasting modifier, if it isn't higher already. The spell ends if you are unconscious or if you dismiss the spell as an action.

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Maximilian's Earthen Grasp

2nd-level divination


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature hand sculpted from clay)
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.


As a bonus action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.


To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.


As a bonus action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.


At Higher Levels. When you cast this spell using a 3rd-level spell slot or higher, the damage increases by 1d6 for each slot above 2nd.

Otherworldly Favor

2nd-level divination


  • Classes: Cleric, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a shard of stained glass)
  • Duration: 8 hours

You pray for the protection of your patron to shield you and others. For the duration of the spell, the armor class of an amount of creatures of your choice equal to your spellcasting modifier within range becomes 10 + its Dexterity modifer + your spellcasting modifier, if it isn't higher already. The spell ends if you are unconscious or if you dismiss the spell as an action.

Poison Dart

2nd-level transmutation


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

You conjure a dart of pure poison and hurl it at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d12 poison damage and must succeed a Constitution saving throw or become poisoned until the start of your next turn.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Shadow Blade

2nd-level illusion


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minute

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.


If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

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Summon Swarm

2nd-level conjuration


  • Classes: Druid, Occultist, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a golden insect worth at least 200 gp)
  • Duration: Concentration, up to 1 hour

You call forth a magical swarm. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Swarm Spirit stat block. When you cast the spell, choose from Quippers, Spiders, or Wasps. The swarm resembles the creatures of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.


The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid damage.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell's level appears in the stat block.


Swarm Spirit

Medium swarm of Tiny beasts , unaligned


  • Armor Class 10 + the level of the spell (natural armor)
  • Hit Points 10 + 5 for each spell level above 1st
  • Speed 30 ft. (Spiders only), 5 ft. (Quippers, or Wasps only) fly 30 ft (Wasps only), swim 30 ft. (Quippers only)

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Senses blindsight 10 ft., passive Perception 8
  • Languages understands the languages you speak
  • Challenge

Spider Climb (Spider only). The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.

Web Walker (Spider only). The swarm ignores movement restrictions caused by webbing.


Actions

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

Bite (Spider and Wasp only). Melee weapon attack: your spell attack modifier, reach 0 ft., one target. Hit: 2d4 + the spell's level piercing damage + 1d4 poison damage.

Bite (Quipper only). Melee weapon attack: your spell attack modifier, reach 0 ft., one target. Hit: 3d4 + the spell's level piercing damage.

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Vicious Hound

2nd-level illusion


  • Classes: Bard, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a spiked collar)
  • Duration: Concentration, up to 1 minute

You summon a particularly vicious looking illusory hound that ferociously chases a target within range. Only the target can see the hound that chases them. The target creature can attempt to flee from the hound, moving at least 30 feet in any direction from where they start their turn. If the target does not flee or is unable to move at least 30 feet from where they started by the end of their turn, they take 3d8 psychic damage from being mauled by the hound at the end of the turn. The spell ends early if the target gets more than 120 feet from you.


At the end of each of their turns, the target can make a Wisdom saving throw. On success, they realize the hound is an illusion, and the spell ends.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed of the hound increases by 10 feet for each slot level above 2nd (meaning that the target must flee 10 additional feet to avoid taking the damage).

Vicious Vapors

2nd-level transmutation


  • Classes: Druid, Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You fill the air with poisonous vapors in a cube 5 feet on each side. A creature must make a Constitution saving throw when it enters the spell's area for the first time on their turn or starts its turn there. On a failed save, they take 1d12 poison damage and become poisoned until the end of their next turn. On a successful save, they take half as much damage and do not become poisoned.


You can move the cloud of vapors up to 20 feet as a bonus action during your turn.

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3rd-level Spells

Animate Shadow

3rd-level illusion


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a smoke stained mirror)
  • Duration: Concentration, up to 1 hour.

Targeting a creature you can see within range, you bring it's shadow to life under your control. If the creature has a CR of more than 3 or the creature has no shadow (either from the nature of the creature or from the lack of a light source to cast one) the spell fails.


Otherwise a copy of the creature is created using its game statistics and is created adjacent to the creature (on the side away from the brightest light near it). The shadow has no legendary actions, legendary resistance, and cannot cast spells. The shadow creature has hit points equal to half the target's hit points, and looks like a mirrored version of the creature it was summoned from formed from inky black smoke. The creature is resistant to bludgeoning, piercing, and slashing damage from non-magical sources while in darkness. The creature is vulnerable to all damage while in bright light, and always vulnerable to fire, lightning, and radiant damage. If the shadow is killed, the target creature it was summoned from casts no shadows for the next 8 hours.


The shadow acts immediately after the creature's turn, and without further direction it attempts to follow and takes the attack action against it was summoned from. As a reaction to the shadow starting it's turn, the caster can exert control over it and cause it to move and take its action as the caster directs.


At Higher Levels. When you cast this spell using a 5th- or 6th-level spell slot, the maximum CR of the target increases to CR 4. When you cast it using a 7th- or 8th-level spell slot, the maximum CR of the target increases to CR 5. When you cast it using a spell slot of 9th level or higher, the maximum CR of the target increases to CR 6.

Bramble Barrier

3rd-level transmutation


  • Classes: Druid, Occultist, Ranger
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a line of low brambles that erupts from a point you can see within range. This line is 30 feet long and 5 feet wide, made of up of six 5-foot squares of brambles. Each patch much connect to another patch and be placed on the ground. The bramble patches are difficult terrain and a creature that enters a square of brambles takes 4d4 piecing damage and must make a Constitution saving throw. On failure, their speed becomes 0 until the end of their turn.


The brambles wither and die after 1 day if the area isn't suitable for them to grow. Each 5-foot-square portion of brambles requires at least 1 minute to clear by hand, or can be cleared if they take 5 or more fire damage. The brambles crumble to dust immediately if you cast this spell again.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional 5-foot squares of brambles for each slot level above 3rd.

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Champion

3rd-level Transmutation


  • Classes: Bard, Cleric, Druid, Magus, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 10 gp)
  • Duration: 1 minute

You take on the visage of a mortal champion as you brandish your weapon. For the duration of the spell, you gain the following benefits:

  • You cannot cast any other spell, unless you decide to end the spell as a bonus action on your turn.
  • Your armor class increases to 18 if it isn't higher already, as a translucent plate armor and helm forms around you.
  • You gain temporary hit points equal to the expended spell slot times 10.
  • You can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks made with the weapon used as part of the spell.
  • You are now proficient in the weapon used as the material component for the spell and the weapon becomes magical for the duration, if it isn't already, and you deal an additional 1d8 of the same damage type.
  • You can attack twice, instead of once, when you take the attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Cruel Puppetry

3rd-level necromancy (ritual)


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small humanoid doll worth at least 5 gp and something from the target creature (such as blood, hair, or scales) both of which the spell consumes)
  • Duration: Concentration, up to 1 minute

You attempt to bind a creatures soul to a doll, linking the creature to the doll in a sympathetic link. The target must make a Charisma saving throw. On failure, the creature becomes bound to the doll. On a successful save, the creature is not bound and the spell ends.


As part of casting the spell when the creature fails the save, and on subsequent turns using your action until the spell ends, you can perform one of the following actions:

  • Hold the doll still, causing the creature to be Restrained until start of your next turn.
  • Force the doll to move, causing the creature to move 15 feet in a direction of your choice that it can move.
  • Smash the doll, causing it take 4d6 bludgeoning damage.
  • Rip the doll in half, ending the spell, destroying the doll, and dealing 4d12 necrotic damage.

Each time after the first you use an action to manipulate the doll, after the effect takes place, the creature can repeat the Charisma with disadvantage, ending the effect on a successful save.


Once a creature has been targeted by this spell, they cannot be targeted again for 24 hours.


At Higher Levels. When cast with a 5th level spell slot or above, the range of the spell becomes unlimited, as long as the target is on the same plane as the caster.

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Illusionary Fireball

3rd-level illusion


  • Classes: Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (something that looks like bat guano)
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an illusionary explosion of flame. Each creature of your choice within a 20-foot radius sphere centered on that point must make a Wisdom saving throw. A target takes 6d6 psychic damage on a failed save. A creature that passes their saves realizes the fire is illusionary and takes no damage.


You can make the illusory effect an explosion of ice, lightning, or pure force energy.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Mutate

3rd-level transmutation


  • Classes: Druid, Occutlist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (something from an extinct animal)
  • Duration: Concentration, up to 10 minutes

You manipulate the nature of your body with magic temporarily giving it new properties. You can select three of the following properties:

  • Your body becomes malleable and amorphous. You have advantage on saves and checks against grapples and the restrained condition, you do not suffer disadvantage from squeezing into smaller spaces, and you can squeeze through openings two sizes smaller than you.
  • You grow one additional appendage. This appendage serves as an arm and a hand, though it can take the shape of an arm, tentacle, or similar appendage.
  • You extend the length of your limbs, increasing the reach on melee attacks, touch spells, and object interactions by 5 feet.
  • Your flesh hardens, your base AC becomes 14 + your dexterity modifier if it is not already higher.
  • You grow more resilient, adapting against one external threat. You gain advantage on one type of saving throw of your choice.
  • You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
  • Your body grows ablative armor. You gain temporary hit points equal to your spellcasting ability modifier at the start of each of your turns.
  • You can grow one size larger or smaller.
  • You sprout wings. You gain a flying speed of 30 feet.
  • You grow a natural weapon; this weapon can have the statistics of any martial melee weapon without the thrown property, and takes on a form vaguely reminiscent of it. You have proficiency with this weapon, and are considered to be holding it. You can use your spellcasting modifier in place of your Strength or Dexterity modifier for attack and damage rolls with this natural weapon. The natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

For the duration of the spell, you can use an action to change one or all of the properties, losing the benefits of your previously selected properties and gaining the benefits of the new selected properties.


At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can select one additional property from the list of options, with one additional property per spell level above 3rd.

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Quick Sand

3rd-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of sand)
  • Duration: Concentration, up to 1 minute

You cause the ground in a 20-foot radius centered on a point you can see to turn to quicksand for the duration of the spell. A creature moving through or out of the area must spend 4 feet of movement for every 1 foot it moves. A creature that ends their turn must make a Strength saving throw. On failure, they fall prone.

Rain of Spiders

3rd-level conjuration


  • Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a spider leg)
  • Duration: Concentration, up to 1 minute.

A vertical column of spiders begins to rain down in 20 foot radius, 40 foot high cylinder, centered on a location you specify. A Swarm of Spiders (Monster Manual, pg 334) descends onto each creature within the cylinder when the spell is cast.


This swarm is considered to be climbing on the target creature and moves with it, even if they leave the affected area, and takes its turn immediately after that creature's turn. A creature can make use its action to attempt to get it off, making a Strength (Athletics) or Dexterity (Acrobatics) check against the spell save DC of the caster.


A swarm will attack the creature it fell on if it can, or move to chase it if it has been knocked off of it. Any spiders that remain when the spell ends disappear.

Spider Bite

3rd-level transmutation


  • Classes: Druid, Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You prick a target with a tiny magical fang of venom. Make a melee spell attack against a creature within reach. On a hit, the target takes 4d12 poison damage and must succeed on a Constitution saving throw or becoming poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned.


If you miss your melee attack roll, you can concentrate (as if concentrating on a spell) to maintain the attack for another attempt until the end of your next turn. (You may make subsequent attempts until you hit or lose concentration)


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Vortex Blast

3rd-level evocation


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create a sudden violent vortex that blasts outwards in a 30-foot cone, tossing characters and objects within the area. Creatures in the area take 2d6 bludgeoning damage and must succeed a Strength saving throw or be knocked 20 feet backward and 40 feet upward.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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Wither

3rd-level necromancy


  • Classes: Occultist
  • Casting Time: 1 action.
  • Range: 60 feet
  • Components: V, S, M (a pinch of powdered bone and sand)
  • Duration: 1 round

Dark energy tears the moisture from a body, sapping it of life and vitality. The target must make a Constitution saving throw. The target takes 4d10 necrotic damage on a failed save and becomes withered until the start of your next turn, or half as much on a successful one and does not become withered. A withered creature gains vulnerability to fire damage if they are not resistant to fire damage, or loses their resistance to fire if they are resistant to fire.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 5th.

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4th-level Spells

Jumping Jolt

4th-level evocation


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

You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On hit, the target takes 4d12 lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. The spell cannot hit the same target twice, or jump to a target out of the spells range. The spell can jump a maximum of five times.


On a miss, the target takes half as much damage and the spell does not jump to a new target.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by 1d12 for each slot level above 4th.

Orbital Stones

4th-level transmutation


  • Classes: Druid, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose three medium or smaller objects from within 10 feet of you, causing them to defy gravity and slowly circle you. While all three objects are in orbit around you, you have full cover against ranged attacks. While two are in orbit around you, you instead have three-quarters cover against ranged attacks, and when only one remains in orbit, you have half-cover against ranged attacks. The spell ends when none of the objects orbit you.


As a bonus action on your turn, you can can magically fling one of the objects against a target within 60 feet of you, as long as at least one object still remains in orbit around you. Make a ranged spell attack roll, and on a hit, the target takes 2d12 bludgeoning damage and is knocked back 5 feet.

Poison Puff

4th-level transmutation


  • Classes: Druid, Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: 1 round

You exhale a cloud of poison that magically expands to fill a 30 foot cone. Creatures in that area must make a Constitution saving throw. On a failure, they take 4d12 poison damage and become poisoned until the start of their next turn. On a success, the target takes half as much damage and is not poisoned.


The area is lightly obscured until the start of your turn, and any creature that ends their turn within the area takes 2d4 poison damage.

Stinging Swarm

4th-level conjuration


  • Classes: Druid, Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a magical swarm of flying insects that fill a 5 foot cube within range. For the duration of the spell, the swarm is magically replenished and cannot be destroyed. As a bonus action, you can direct the swarm to move up to 30 feet. If the swarm enters another creature's space, it stops and swarms them, stinging repeatedly, and cannot be moved until the start of your next turn. The creature takes 2d4 piercing damage and must make a Constitution saving throw, taking 2d12 poison damage on failure.

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Stone Coffin

4th-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause a surge of stone to attempt to engulf a Large or smaller creature in stone. The target must make a Dexterity saving throw. On a failure, they become restrained and blinded in the stone coffin. A creature can choose to fail their save. While trapped within the coffin, they have total cover against all sources. The coffin has an AC of 15 and 50 hit points, and resistance to all damage beside bludgeoning and thunder damage. When the spell ends or the coffin is reduced to 0 hit points, it crumbles to fragments and the creature within is no longer restrained and blinded.


For the duration of the spell you can use your bonus action to attempt to crush a creature encased in the coffin, dealing 1d10 bludgeoning damage.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the stone coffin gains 10 additional hit points for each level above 5th.

Suffocate

4th-level transmutation


  • Classes: Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a whirling sphere of air around a creature that causes them to struggle to breathe. The target must make a Constitution saving throw. On a failure, the target loses 5d8 hit points due to lack of air, has disadvantage on all ability checks, and cannot speak. On a success, the target takes half as much damage and suffers no other effects. For the duration, as an action, you can force the creation to make a saving throw against the ability again.


If a target fails their saving throw against this spell 3 times in a row, they become incapacitated until they succeed on a save or the spell ends. If you don’t use your action to force the target to make a save, it counts as a success.


A creature that does not need to breathe is unaffected by this spell.

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5th-level Spells

Acid Rain

5th-level conjuration


  • Classes: Druid, Occultist, Wizard
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Acid rain begins falling within a 40-foot-radius, 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 6d4 acid damage, and become covered in acid. On a successful save, a creature takes half the initial damage and is not covered in acid.


A creature takes 3d4 acid damage if it ends its turn while covered with acid. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid.

Curse of Impotence

5th-level enchantment


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute.

You curse a target creature, causing an overwhelming sense of powerlessness to wash over it. Any time the target creature attempts to attack, cast a spell that deals damage, or use an action that deals damage, it must make a Wisdom saving throw. On failure, they complete their action, but their action does no damage to any target.

Deglove Creature

5th-level necromancy


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a finger bone)
  • Duration: Instantaneous

You point at a creature within range, and attempt to make it's skeleton rip free of it's body. The creature must make a Constitution saving throw. The target takes 7d10 + 7 necrotic damage on a failed save, or half as much damage on a successful one.


If this damage kills the target creature, it's flesh sloughs of it's skeleton, collapsing a pile, and the skeleton becomes a Skeleton (Basic Rules, pg. 152), hostile to all living creatures that attacks the closest target.

Killing Curse

5th-level enchantment


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

You curse a target to die. The targets current and maximum hit points is reduced by 3d10 + 10. If this causes a creatures to have zero hit points, the creature dies.


For the duration of the spell, the target cannot regain hit points unless from a magical effect cast by a spell slot of higher level than this spell slot this curse was cast with, and any death saving throw they roll is automatically considered a 1.


At the start of a creatures turn while they are under the effect of this spell, they make a Charsima saving throw. On failure, their current and maximum hit points is reduced by 1d10 + 10. On a successful save, the spell ends. A creature's maximum hit points are restored when it takes a long rest.

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Sky Burst

5th-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Five bolts of lightning strike five points of your choice that you can see within range. Each creature within 5 feet of the chosen points must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much on a successful one. A creature in the area of more than one lightning burst is affected only once.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can call down an additional bolt of lightning targeting another point within range for each slot level above 5th.

Sonic Shriek

5th-level evocation


  • Classes: Bard, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (120-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You emit a sonic blast covering a huge area. Each creature in a 120-foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 thunder damage. On a successful save, a creature takes half as much damage. A creature automatically succeeds on its saving throw if it is more than 60 feet from you.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Swapping Curse

5th-level enchanment


  • Classes: Occultist
  • Casting Time: 1 action.
  • Range: 60 feet
  • Components: V, S, M (something from each creature (such blood, hair, or scales) the spell is targeting, which the spell consumes.)
  • Duration: Concentration, up to 1 minute.

You cast a curse targeting two individuals. Both targets must make a Charisma saving throw (which they can choose to fail). If both targets fail their saving throws, for the duration of the spell their souls are swapped. A soul controls the body it inhabits. It gains any ability score or action the body had (besides legendary actions or legendary resistance), but retains it's own spell casting (if it has the spellcasting, innate or otherwise), and has disadvantage on all attack rolls and strength, dexterity, and constitution saving throws for 1d4 turns after swapping bodies.


At the end of a swapped creatures turn, it can choose to repeat the saving throw, ending the effect on a successful save. It its CR (or character level if it has no CR) is higher than the body of the creature it is, it has advantage on the save.


If a creature dies while while it's soul is swapped, the souls return to their original bodies. If a soul was in a dying creature that returns to a living body, that creature takes 5d10 necrotic damage.

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6th-level Spells

Baba's Walking Hut

6th-level transmutation


  • Classes: Occultist
  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a chicken leg)
  • Duration: 24 hours

You touch a hut, cabin, or other building no more than 15 feet by 15 feet by 10 feet. On completion of the spell, the building grows legs large enough to support it, as well as the structural integrity needed to stand and move, and becomes a gargantuan creature. It has 250 hit points, an AC of 12, and a walking speed of 20 feet. If it drops to 0 hit points, the spell ends.


On your turn, you can direct it to move (no action required) and it will continue to move as directed until you direct it to stop or it reaches its destination. It can take no actions, but if it walks over a large or smaller creature, you can direct it to attempt to step on that creature, and that creature must succeed a Dexterity saving throw, or take 2d10 bludgeoning damage and be knocked prone.


If you cast this spell on the same building every day for a year, the spell lasts until dispelled.

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7th-level Spells

Twisting Eruption

7th-level conjuration


  • Classes: Occultist
  • Casting Time: 1 action.
  • Range: 120 feet.
  • Components: V, S, M (a handful of dead plants)
  • Duration: Concentration, up to a 1 minute

You target a point and call forth tendrils, twisted vines, and gnarled roots of dark energy that erupt from the ground in a 60 foot radius. All creatures of your choice must make a Dexterity saving throw or be restrained as the shadowy plant tendrils grasp and drain the life from it.


At the start of a creature's turn, if it is restrained by the spell, it takes 2d10 bludgeoning damage, and 2d10 necrotic damage. Each time a creature takes necrotic damage from this spell, the caster regains 1d4 hit points.


A creature restrained by the tendrils can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. A tendril can be destroyed, freeing a creature from its grasp. They have an AC of 10, 20 hit point, and are immune to all damage besides radiant and fire. Spells that deal radiant or fire damage to creatures in an area of effect also affect tendrils in that area.


Creatures that end their turn within the radius while not restrained must make a Dexterity saving throw or become restrained by the tendrils.

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8th-level Spells

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9th-level Spells

Greater Animate Dead

9th-level necromancy


  • Classes: Cleric, Occultist, Wizard
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a drop of blood of a fiend, a celestial, and a virgin, which are consumed)
  • Duration: Instantaneous

This spell creates an undead servant of immense power. Choose a pile of bones or a corpse of a creature within range, the CR if which cannot exceed your level. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. Its game statistics stay the same, except for the following changes:

  • The target becomes an undead in addition to its previous creature type.
  • Its body will decay until it is zombified or skeletal in appearance (your choice).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.


The creature is under your control until you choose to end the spell, the spell is dispelled, or you die, in which case the creature will no longer follow your commands. The spell will also end if the creature is reduced to 0 Hit Points. Ending the spell does not kill the creature. If you try to animate another creature, the spell ends for each previous creature you cast this spell on.

Manipulate Fate

9th-level divination


  • Classes: Occultist, Wizard
  • Casting Time: 1 action.
  • Range: Self
  • Components: V, S, M (a spool of silk thread)
  • Duration: Concentration, up to 1 minute

You reach out and grasp the imperceptible threads of fate, subtly manipulating them. Whenever a creature within 60 feet of you makes an attack roll, saving throw, or ability check, you can use your reaction to tweak their fate, altering the value of the roll. You can choose to manipulate fate after the die is rolled, but before the outcome is determined.


You can alter the roll of the die to an adjacent number to the number rolled (outcomes listed on the table below).

d20 Tweaked Fates
1 7, 13, or 19
2 12, 18, or 20
3 17, 16, or 19
4 11, 14, or 18
5 13, 15, or 18
6 9, 14, or 16
7 1, 15, or 17
8 10, 16, or 20
9 6, 11, or 19
10 8, 12, or 17
11 4, 9, or 13
12 2, 10, or 15
13 1, 5, or 11
14 4, 6, or 20
15 5, 7, 12
16 3, 6, or 8
17 3, 7, or 10
18 2, 4, or 5
19 1, 3, or 9
20 2, 8, or 14

When you alter a roll, you can choose to cast aside subtlety and yank the thread of fate, and select any value of the d20 as the outcome of the result, but the backlash causes you to take a number d6 equal to the difference in the value selected from the value rolled in necrotic damage. The spell immediately ends after the result is changed in this more drastic way.

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Races

Contents

Race Subrace Typical Racial ASIs
Beastfolk Birdfolk Dex +2, any other +1
Beastfolk Catfolk (Tabaxi) Dex +2, Cha +1
Beastfolk Centaur Str +2, Wis +1
Beastfolk Kobold Dex +2, Int +1
Beastfolk Lizardfolk Con +2, Wis +1
Beastfolk Minotaur Str +2, Con +1
Beastfolk Phantaur (Loxodon) Con +2, Wis +1
Beastfolk Serpentfolk (Yuan-Ti) Cha +2, Int +1
Beastfolk Turtlefolk (Tortle) Str +2, Wis +1
Beastfolk Ursitaur Con +2, Str +1
Dragonborn Chromatic Dragonborn Con +2, Str +1
Dragonborn Gem Dragonborn Con +2, Cha +1
Dragonborn Metallic Dragonborn Con +2, Int +1
Dwarf Gray Dwarf (Duergar) Con +2, Int +1
Dwarf Hill Dwarf Con +2, Wis +1
Dwarf Mountain Dwarf Con +2, Str +1
Elf Dark Elf (Drow) Dex +2, Cha +1
Elf Eladrin Dex +2, Cha +1
Elf Ember Elf Dex +2, Str +1
Elf Moon Elf Dex +2, Int +1
Elf Sea Elf Dex +2, Con +1
Elf Shadow Elf (Shadar-Kai) Dex +2, Con +1
Elf Snow Elf Dex +2, Str +1
Elf Storm Elf Dex +2, Wis +1
Elf Sun Elf Dex +2, Int +1
Elf Wood Elf Dex +2, Wis +1
Faefolk Bugbear Str +2, Dex +1
Faefolk Changeling Cha +2, Wis +1
Faefolk Dryad Wis +2, Con +1
Faefolk Fairy Cha +2, Dex +1
Faefolk Goblin Dex +2, Con +1
Faefolk Hobgoblin Con +2, Int +1
Faefolk Rabbitfolk (Harengon) Dex +2, Wis +1
Faefolk Satyr Cha +2, Dex +1
Race Subrace Typical Racial ASIs
Faefolk Spiderfolk Wis +2, Str +1
Faefolk Waspfolk Dex +2, Cha +1
Giantkin Firbolg Wis +2, Str +1
Giantkin Goliath Str +2, Con +1
Giantkin Kaldt Dex +2, Str +1
Giantkin Troll Con +2, Str +1
Gith Githyanki Str +2, Int +1
Gith Githzerai Wis +2, Int +1
Gnome Deep Gnome (Svirvneblin) Int +2, Wis +1
Gnome Forest Gnome Int +2, Dex +1
Gnome Rock Gnome Int +2, Con +1
Gnome Wild Gnome Int +2, Str +1
Halfblood Half-elf Cha +2, any other +1
Halfblood Half-orc Str +2, any other +1
Halfblood Shifter Wis +2, any other +1
Halfling Ghostwise Halfling Dex +2, Int +1
Halfling Forestbloom Halfling Dex +2, Wis +1
Halfling Lightfoot Halfling Dex +2, Cha +1
Halfling Strongheart Halfling Dex +2, Con +1
Human --- Any +2, any other +1
Orc --- Str +2, Con +1
Planetouched Aasimar Str +2, any other +1
Planetouched Genasi Con +2, any other +1
Planetouched Hexblood Wis +2, any other +1
Planetouched Psiblood Int +2, any other +1
Planetouched Tiefling Cha +2, any other +1
Triton --- Str +1, Con +1, Cha +1
Undead Dhampir Con +2, Cha +1
Undead Reborn Con +2, Wis +1
Warforged --- Con +2, any other +1

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Beastfolk

Traits Statistics
Creature Type Humanoid
Age (Maturity) 60 years
Age (Life Expectancy) 450 years

Natural Armor. You have thick, leathery skin, a scaly, hardened hide or some other type of natural armor. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Primal Ferocity. You have advantage on saving throws to avoid or end the paralyzed and stunned conditions on yourself.

Beastfolk Subraces

Birdfolk
Traits Statistics
Size Category Medium or small
Speed 30 feet, flying speed equal to your walking speed
Typical Alignment Chaotic Neutral (CN)
Average Height 3 - 6 feet
Average Weight 40 - 180 pounds

Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.


Flight. Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.


Avarian Talents. Birdfolk have very unique talents that they embrace and pursue, often for their entire lives. Choose one of the following benefits for your birdfolk:

  • Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
  • Hunter's Physique. You have advantage on saving throws and ability checks made to avoid or end the prone condition, and you have advantage on ability checks made to grapple or shove a creature.
  • Keen Sight. You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks that rely on sight.
  • Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
  • Silent Feathers. You have advantage on Dexterity (Stealth) checks made to hide or to move silently.

Powerful Wings. If you move at least 20 feet while flying, you can land forcefully and sweep with your wings as a bonus action. Each creature within 10 feet of where you land must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes 2d6 bludgeoning damage and are pushed back 10 feet. On a successful save, it takes half as much damage and isn't pushed.


This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Talons. Your talons are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage.

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Catfolk
Traits Statistics
Size Category Medium or small
Speed 30 feet, climbing equal to your walking speed
Typical Alignment Chaotic Good (CG)
Average Height 3 - 8 feet
Average Weight 150 - 320 pounds

Claws. Your claws are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage. In addition, you have a climbing speed equal to your walking speed.


Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. You can use this trait a number of times equal to your proficiency bonus, and you regain all uses after a long rest.


Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all uses after a long rest.

Centaur
Traits Statistics
Size Category Medium
Speed 40 feet
Typical Alignment Lawful Neutral (LN)
Average Height 7 - 8 feet
Average Weight 350 - 450 pounds

Equine Build. Your equine body gives you the following traits:

  • Any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
  • A creature equal or smaller to you in size can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.
  • You can only mount a creature if they're at least two sizes larger than you.

Hooves. Your hooves are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage.


In addition, after moving at least 20 feet on your turn, you can make one melee attack with your hooves as a bonus action.


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

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Kobold
Traits Statistics
Size Category Small
Speed 30 feet
Typical Alignment Lawful Evil (LE)
Average Height 2 - 3 feet
Average Weight 25 - 35 pounds

Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Fangs. Your fangs are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage.


Kobold Legacy. Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.

  • Craftiness. The range of the Draconic Cry trait increases by 20 feet.
  • Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.
  • Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting for that cantrip (choose when you select this race).
  • Ingenuity. You can add twice your proficiency modifier when making an ability check to make a trap, and you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks to find traps.
  • Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Draconic Blessing. You gain resistance against one of the following types of damage associated with the dragon that gave you their gift: Acid, Cold, Fire, Lightning, or Poison.
  • Tunnel Maker. You have a burrowing speed equal to your walking speed.
  • Winged. You have a flying speed equal to your walking speed.
  • Miner. You always know if coins, gold, silver or precious gems are false or have less value than others say if you can see them or a pouch they are in. Additionally, as an action, you can use your magic to sense ore veins within a 60-foot radius from you, as well as any amount of coins, gold or silver of value equal or higher than 100 gp. You don't feel illusions.
Lizardfolk
Traits Statistics
Size Category Medium
Speed 30 feet, climbing and swimming speed equal to your walking speed
Typical Alignment Neutral (N)
Average Height 6 - 8 feet
Average Weight 200 - 250 pounds

Claws and Fangs. Your claws and fangs are natural weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage.


In addition, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your fangs. If the attack hits, it deals its normal damage, and you regain hit points (minimum of 1) equal to the damage dealt. You can use this trait a number of times equal to your proficiency bonus, and you regain all uses after a long rest.


Cunning Artisan. As part of a short or long rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a simple melee weapon, a light shield, or 1d4 arrows, bolts, darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.


Hunter's Passing. Due to hunting all kinds of prey, you have a climbing and swimming speed equal to your walking speed, and you can breathe air and water. You have advantage on all Wisdom (Survival) checks made to track down creatures or to forrage or hunt.

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Minotaur
Traits Statistics
Size Category Medium
Speed 30 feet
Typical Alignment Lawful Evil (LE)
Average Height 7 - 8 feet
Average Weight 300 - 400 pounds

Hammering Horns. When you take the Attack action on your turn, you can replace one of your attacks with a shove made with your horns. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 2d6 piercing damage and you push it up to 10 feet away from you. On a successful save, it takes half as much damage and isn't pushed.


This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Horns. Your horns are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage.


In addition, after moving at least 20 feet on your turn, you can make one melee attack with your horns as a bonus action.


Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.


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

Phantaur
Traits Statistics
Size Category Medium
Speed 30 feet
Typical Alignment Neutral Good (NG)
Average Height 7 - 8 feet
Average Weight 400 - 500 pounds

Beastly Serenity. You have advantage on saving throws you make to avoid or end the charmed or frightened conditions on yourself.


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


Trunk. Your trunk is an additional appendage, and you can use it as a snorkel. Additionally, thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.


Tusks. Your tusks are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage.


In addition, after moving at least 20 feet on your turn, you can make one melee attack with your tusks as a bonus action.

Serpentfolk
Traits Statistics
Size Category Medium
Speed 40 feet
Typical Alignment Neutral Evil (NE)
Average Height 7 - 8 feet
Average Weight 300 - 350 pounds

Tail. You have a long tail that is an extra appendage, with a range of 10 feet instead of 5.


In addition, your coiling body is a natural melee weapon, which you can use to make constrict attacks. If you hit with it, you deal bludgeoning damage equal to 1d6 plus your Strength modifier. Instead of dealing damage, you can choose to grapple your target instead. Until the grapple ends you can’t constrict another target and if the creature is equal or smaller in size than you, it is restrained.


Legless Body. Despite your lack of feet and footwear, your body slithers naturally through any environment. You are unaffected by difficult terrain.


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


Poison Immunity. You are immune to poison damage and the poisoned condition.

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Turtlefolk
Traits Statistics
Size Category Medium
Speed 30 feet, swimming speed equal to your walking speed
Typical Alignment Lawful Neutral (LN)
Average Height 5 - 6 feet
Average Weight 450 pounds

Claws. Your claws are natural weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage.


Coastal Survivor. You have a swimming speed equal to your walking speed, and you can hold your breath for up to 1 hour at a time.


Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.


Shell Defense. Due to your shell and the shape of your body, you are ill-suited to wearing armor, though your shell still provides ample protection. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.


Additionally, you can withdraw into your shell as a bonus action. Until you emerge, you gain a bonus to AC equal to twice your proficiency bonus, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Ursitaur
Traits Statistics
Size Category Medium
Speed 30 feet
Typical Alignment Lawful Good (LG)
Average Height 7 - 8 feet
Average Weight 250 - 350 pounds

Bulky Physique. You have advantage on saving throws and ability checks made to avoid or end the grappled and restrained conditions, and you have advantage on ability checks made to grapple or shove a creature.


Claws. Your claws are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage.


In addition, after moving at least 20 feet on your turn, you can make one melee attack with your claws as a bonus action.


Keen Smell. You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that rely on smell.


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


Ursine Fury. As a bonus action, you can gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you use this trait, you can't do use it again until you finish a short or long rest.

Contents

Dragonborn

Traits Statistics
Size Category Medium
Creature Type Humanoid
Speed 30 feet
Average Height 7 - 8 feet
Average Weight 200 - 300 pounds
Age (Maturity) 40 years
Age (Life Expectancy) 400 years

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide or in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Draconic Ancestry. On a successful save, it takes half as much damage.


This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Claws and Fangs. Your claws and fangs are natural weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage.


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


Draconic Ancestry. You have a chromatic, gem or metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Draconic Ancestry table. This determines the damage type for your other traits, as shown in the table.


Draconic Hide. 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.


Draconic Resistance. You have resistance to the damage type associated with your Draconic Ancestry.

Dragonborn Subraces

Chromatic Dragonborn
Traits Statistics
Typical Alignment Lawful Evil (LE)
Draconic Ancestry Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Draconic Ancestry. Once you use this trait, you can’t do so again until you finish a short or long rest.


Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gem Dragonborn
Traits Statistics
Typical Alignment Lawful Neutral (LN)
Draconic Ancestry Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic

Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a short or long rest.


Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

Contents

Metallic Dragonborn
Traits Statistics
Typical Alignment Lawful Good (LG)
Draconic Ancestry Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.


Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

  • Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
  • Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

Once you use your Metallic Breath Weapon, you can’t do so again until you finish a short or long rest.

Contents

Dwarf

Traits Statistics
Size Category Medium
Creature Type Humanoid
Speed 30 feet
Typical Alignment Lawful Good (LG)
Average Height 4 - 5 feet
Average Weight 150 pounds
Age (Maturity) 18 years
Age (Life Expectancy) 350 years

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Gifted Artisan. You have advantage on any ability check made with an artisan's tool you are proficient in. Additionally, anything you craft requires half the time and cost it would normally take.


Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned or paralyzed condition on yourself. You also have resistance to poison damage.

Dwarf Subraces

Gray Dwarf (Duergar)

Duergar Magic. You learn the enlarge/reduce and invisibility spells. When you cast either of the spells with this trait, you can do so without requiring a spell slot or material components, but you can only target yourself. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Psionic Fortitude. You have advantage on saving throws against illusions and to avoid or end the charmed or stunned condition on yourself.


Superior Covertness. You have advantage on Deception and Stealth checks.

Hill Dwarf

Hill Dwarf Magic. Your dwarven blood grants you certain magical traits, empowering the magic that flows through you:

  • You learn one cantrip of your choice from the Cleric spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).
  • When a creature succeeds on a saving throw against any cantrip you cast, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip, and the maximum casting time of any cantrip you cast is 1 action.

Magic Potency. You can cast a cantrip you know as a bonus action. Once you use this ability, you can't use it again until you finish a short or long rest.


Talented Speaker. You have advantage on Persuasion and Insight checks.

Mountain Dwarf

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you gain proficiency with light and medium armor, and your speed is not reduced by wearing heavy armor.


Dwarven Combat Training. When you hit with an attack using a simple or martial weapon you are proficient in, you can choose to deal maximum damage instead of rolling. Once you use this ability, you can't use it again until you finish a short or long rest.


Talented Warrior. You have advantage on Athletics and Intimidation checks.

Contents

Elf

Traits Statistics
Size Category Medium
Creature Type Humanoid
Speed 35 feet
Typical Alignment Chaotic Good (CG)
Average Height 5 - 6 feet
Average Weight 150 pounds
Age (Maturity) 100 years
Age (Life Expectancy) 750 years

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Elven Magic. You learn one cantrip of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race)


Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.


Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Elf Subraces

Dark Elf (Drow)

Poison Resistance. You have resistance to poison damage.


Blessing of the Spider Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. Starting at 3rd level, you also become invisible when you teleport using this trait. The invisibility lasts until the start of your next turn.

Ember Elf

Fire Resistance. You have resistance to fire damage.


Blessing of the Ember. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. Starting at 3rd level, your weapon attacks deal an additional 2d6 of the same damage type when you teleport using this trait. The damage increase lasts until the start of your next turn. During that time, your weapon appears to be surrounded by a harmless spiral of flame.

Fey Elf (Eladrin)

Psychic Resistance. You have resistance to psychic damage.


Blessing of the Feywild. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season, which you choose each time you use this trait, and your appearance changes to match the season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma, Intelligence or Wisdom modifier (your choice when you choose this race). The effects are as follows:

  • Autumn. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you must succeed on a Dexterity saving throw or take 2d6 fire damage, or half as much on a success.
Moon Elf

Radiant Resistance. You have resistance to radiant damage.


Blessing of the Moon. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. Starting at 3rd level, you have advantage on saving throws made against spells targeting you when you teleport using this trait. This effect lasts until the start of your next turn. During that time, you appear to be enveloped by radiant moon light.

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Sea Elf

Lightning Resistance. You have resistance to lightning damage.


Blessing of the Sea. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. In addition, you have a swimming speed of 30 feet, and you can breathe air and water. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Shadow Elf (Shadar-Kai)

Necrotic Resistance. You have resistance to necrotic damage.


Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Snow Elf

Cold Resistance. You have resistance to cold damage.


Blessing of the Wolf Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. Starting at 3rd level, you also gain advantage on your attack rolls when you teleport using this trait. The advantage lasts until the start of your next turn. During that time, you appear to be surrounded by a small snow storm.

Storm Elf

Thunder Resistance. You have resistance to thunder damage.


Blessing of the Storm. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. Starting at 3rd level, damaging spells cast by you deal an additional 2d6 of the same damage type when you teleport using this trait. The damage increase lasts until the start of your next turn. During that time, you appear to be enveloped by lightning and crackling thunder.

Sun Elf

Force Resistance. You have resistance to force damage.


Blessing of the Arcane. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. Starting at 3rd level, saving throws made against spells cast by you are made with disadvantage when you teleport using this trait. This effect lasts until the start of your next turn. During that time, you appear to be enveloped by radiant sun light.

Wood Elf

Acid Resistance. You have resistance to acid damage.


Blessing of the Forest. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. Starting at 3rd level, attack rolls targeting you are made with disadvantage when you teleport using this trait. This effect lasts until the start of your next turn. During that time, you appear wooden and tree-like.

Contents

Faefolk

Traits Statistics
Ability Score Improvement Choose any +2 and one other +1, or three unique +1
Creature Type Fey
Age (Maturity) 20 years
Age (Life Expectancy) 200 years

Gift of the Feywild. Due to the nature of your origins, you one of the following benefts:

  • You don't need to sleep, and magic can't put you to sleep. Additionally, you can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
  • You are resistant to psychic damage.
  • You learn one cantrip of your choice from the Bard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).
  • Through sound and gestures, you may communicate simple ideas with plants or beasts (choose when you select this race).
  • Your walking speed is increased by 5 feet, and you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Faefolk Subraces

Bugbear
Traits Statistics
Size Category Medium
Speed 30 feet
Typical Alignment Chaotic Evil (CE)
Average Height 6 - 8 feet
Average Weight 250 - 350 pounds

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


Long-Limbed. When you make a melee attack, your reach for it is 5 feet greater than normal.


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


Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a creature one size smaller than you.


Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.

Changeling
Traits Statistics
Size Category Medium or small
Speed 30 feet
Typical Alignment Neutral (N)
Average Height 5 - 6 feet
Average Weight 120 - 160 pounds

Changeling Instincts. You have advantage on Charisma ability checks.


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


Memory Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Shapechanger. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Contents

Dryad
Traits Statistics
Size Category Medium
Speed 30 feet
Typical Alignment Chaotic Neutral (CN)
Average Height 5 - 6 feet
Average Weight 80 - 140 pounds

Bound to the Forest. Your spirit is bound to a single tree. Your appearance resembles that of your tree, changing with the seasons as your tree does. You gain the following traits:

  • While unarmored, your AC is equal to 13 + your Dexterity modifier.
  • Your hands end in wooden claws. These claws are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage.

If the tree takes damage, you take an equal quantity of damage. If the tree becomes sick, you suffer effects similar to the tree. If your tree dies or is uprooted, you die instantly. If you die, your tree dies instantly.


Fey Charm. As an action, you may attempt to magically charm one humanoid or up to three beasts within 30 feet. The targets must succeed on a will saving throw or be magically charmed for one hour. Each target must make a Wisdom saving throw, and do so with Advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the effect ends or until you or your companions do anything harmful to it. The DC of this saving throw equals 8 + your proficiency bonus + your Charisma, Intelligence or Wisdom modifier (choose when you select this race). Charmed creatures regard you as a friendly acquaintance. When the effect ends, the creatures knows that they were charmed by you. After you use this ability, you can't use it again until you complete a short or long rest.


Speak with Trees. You may speak with trees as if you shared a language.


Tree Stride. As a bonus action, you may enter a tree at least one size larger than you and emerge from another tree within 30 feet of it. You emerge 5 feet from the tree in an unoccupied space of your choice. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fairy
Traits Statistics
Size Category Small
Speed 30 feet, flying speed equal to your walking speed
Typical Alignment Chaotic Good (CG)
Average Height 2 - 3 feet
Average Weight 25 - 35 pounds

Fairy Magic. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Fey Passage. You can squeeze through a space as narrow as 1 inch wide.


Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.


Flyby. You may perform the Disengage action as a bonus action.


Sense Alignment. You can touch a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw, the sprite also knows the creature's alignment. The DC of this saving throw is 8 + your proficiency bonus + your Charisma bonus. Celestials, fiends, and undead automatically fail the saving throw. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Goblin
Traits Statistics
Size Category Small
Speed 35 feet
Typical Alignment Neutral Evil (NE)
Average Height 3 - 4 feet
Average Weight 40 - 80 pounds

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


Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals twice your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.


Redirect Attack. When a creature you can see targets you with an attack, you can choose another creature other than the attacker within 5 feet of you. You swap places, and the chosen creature becomes the target instead. Once you use this trait, you can't use it again until you finish a short or long rest.

Hobgoblin
Traits Statistics
Size Category Medium
Speed 30 feet
Typical Alignment Lawful Evil (LE)
Average Height 5 - 6 feet
Average Weight 150 - 200 pounds

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


Legionnaire. You are proficient with light and medium armor. Additionally, you can give yourself advantage on attack rolls until the start of your next turn. Once you use this trait, you can't use it again until you finish a short or long rest.


Martial Training. You can take the Dash or Help action as a bonus action on each of your turns.


Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest.

Contents

Rabbitfolk
Traits Statistics
Size Category Medium or small
Speed 30 feet
Typical Alignment Neutral Good (NG)
Average Height 3 - 6 feet
Average Weight 40 - 110 pounds

Hare-Trigger. You can add your proficiency bonus to your initiative rolls.


Leporine Senses. You have proficiency in the Perception skill. Your proficiency bonus is doubled for any ability check that uses this proficiency.


Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.


Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times 1d6, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Satyr
Traits Statistics
Size Category Medium
Speed 35 feet
Typical Alignment Chaotic Good (CG)
Average Height 5 - 6 feet
Average Weight 150 - 200 pounds

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


Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.


Ram. Your head and horns are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage.


Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

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Spiderfolk
Traits Statistics
Size Category Medium or small
Speed 30 feet, climbing speed equal to your walking speed
Typical Alignment Lawful Evil (LE)
Average Height 3 - 6 feet
Average Weight 80 - 200 pounds

Darkvision. Due to having six eyes, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Fangs. Your fangs are natural weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage.


Additionally, you may choose to inject the target with your venom when you hit a creature with your fangs. The target must make a Constitution saving throw (DC = 8 + proficiency bonus + your Constitution modifier). On a failed save, The target takes 2d6 poison damage and is poisoned until the start of your next turn. On a successful save, it takes half as much damage and isn't poisoned.


If the poison damage reduces the target to 0 Hit Points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Multiple Arms. You have two sets of arms on your side, of which the lower two arms are additional appendages.


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


Poison Resistance. You are resistant to poison damage, and you have advantage on saving throws to avoid or end the poisoned condition on yourself.

Waspfolk
Traits Statistics
Size Category Medium or small
Speed 30 feet, flying speed equal to your walking speed
Typical Alignment Neutral (N)
Average Height 3 - 6 feet
Average Weight 75 - 125 pounds

Flight. Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if your wings were submerged in water in the last minute, or you're wearing medium or heavy armor.


Multiarmed. You have two sets of arms on your side, of which the lower two are additional appendages.


Poison Resistance. You are resistant to poison damage, and you have advantage on saving throws to avoid or end the poisoned condition on yourself.


Sting. Your stinger is a natural melee weapon, which count as a simple melee weapon for you. When you hit with it, the attack deals 1d6 + your Strength modifier piercing damage.


Additionally, you may choose to inject the target with your venom when you hit a creature with your stingers. The target must make a Constitution saving throw (DC = 8 + proficiency bonus + your Constitution modifier). On a failed save, The target takes 2d6 poison damage and is poisoned until the start of your next turn. On a successful save, it takes half as much damage and isn't poisoned.


This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Giantkin

Traits Statistics
Size Category Medium
Creature Type Humanoid
Speed 30 feet
Typical Alignment Neutral Good (NG)
Average Height 7 - 8 feet
Average Weight 200 - 350 pounds
Age (Maturity) 30 years
Age (Life Expectancy) 500 years

Nature's Guardian. You are proficient with two martial weapons of your choice and with light and medium armor.


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


Powerful Fists. Your fists are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage.

Giantkin Subraces

Firbolg

Adept Herbalist. You gain proficiency in the Nature skill.


Firbolg Magic. You can cast Detect Magic and Disguise Self with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. You can also cast these spells using spell slots you have of the appropriate level. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.


Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Goliath

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.


Natural Athlete. You have proficiency in the Athletics skill.


Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all uses after a long rest.


Tough Hide. When you aren't wearing armor, your AC is 13 + your Constitution Modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Kaldt

Arctic Hunter. You have resistance to cold damage, and Wisdom (Perception) checks made to perceive you are made with disadvantage while you are in snowy terrain.


Natural Tracker. You have proficiency in the Survival skill.


Swift Skulker. Your base walking speed increases to 35 feet and you have advantage on Dexterity (Stealth) checks.


Savage Ambusher. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.

Tiefenbolg

Keen Perception. You gain proficiency in the Perception skill.


Tough Hide. When you aren't wearing armor, your AC is 13 + your Copnstitution Modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Regeneration. As a bonus action on your turn, you can expend one Hit die and recover hit points equal to the roll plus your Constitution modifier, unless you have taken acid or fire damage since the end of your last turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Gith

Traits Statistics
Size Category Medium
Creature Type Humanoid
Speed 30 feet
Average Height 6 feet
Average Weight 160 pounds
Age (Maturity) 18 years
Age (Life Expectancy) 100 years

Gith Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice.


Gith Psionics. Psionic Energy flows through you, granting you the following magical traits. You learn the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you learn the shield spell, and when you reach 5th level, you learn the magic weapon spell. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast this spell in that way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). When you cast them with this trait, they don't require components.

Gith Subraces

Githyanki
Traits Statistics
Typical Alignment Lawful Evil (LE)

Physical Discipline. You have advantage on saving throws and ability checks to prevent or end the restrained and stunned conditions.


Martial Prodigy. You are proficient with light and medium armor and with three simple or martial weapons of your choice.


Githzerai
Traits Statistics
Typical Alignment Lawful Neutral (LN)

Mental Discipline. You have advantage on saving throws and ability checks to prevent or end the charmed and frightened conditions.


Martial Fists. Your fists are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage.

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Gnome

Traits Statistics
Size Category Small
Creature Type Humanoid
Speed 25 feet
Typical Alignment Lawful Good
Average Height 3 - 4 feet
Average Weight 40 - 80 pounds
Age (Maturity) 40 years
Age (Life Expectancy) 350 - 500 years

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


Fade Away. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest.


Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Gnome Subraces

Deep Gnome (Svirvneblin)

Gift of the Svirfneblin. You know the Dancing Lights cantrip. Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the nondetection spell with it.


These spells don't require the material components normally required. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Naturally Stealthy. You have advantage on Dexterity (Stealth) checks, and Wisdom (Perception) checks made to perceive you are made with disadvantage while in rocky terrain.

Forest Gnome

Natural Illusionist. You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the silent image spell with this trait. Starting at 5th level, you can also cast the blur spell with it.


These spells don't require the material components normally required. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell spell when you cast it with this trait (choose when you select this race).


Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Rock Gnome

Artificer's Lore. You have advantage an Intelligence (History) checks related to magical, alchemical, or technological items.


Tinker. You know the Mending cantrip. Starting at 3rd level, you can cast the identify spell with this trait. Starting at 5th level, you can also cast the locate object spell with it.


These spells don't require the material components normally required. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Wild Gnome

Natural Hunter. You have advantage on Wisdom (Survival) checks related to tracking, foraging and hiding your tracks.


Gift of the Wilds. You know the Primal Savagery cantrip. Starting at 3rd level, you can cast the Hunter's Mark spell with this trait. Starting at 5th level, you can also cast the Pass Without Trace spell with it.


These spells don't require the material components normally required. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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Halfblood

Traits Statistics
Size Category Medium or small
Speed 30 feet

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


Half-blood Legacy. You're a half-blood, and you have the best of two worlds, keeping the following elements of that race: any natural weapons and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements, you gain proficiency in two skills of your choice.

Subraces

Half-elf
Traits Statistics
Creature Type Humanoid
Typical Alignment Neutral Good (NG)
Average Height 5 - 6 feet
Average Weight 140 - 180 pounds
Age (Maturity) 20 years
Age (Life Expectancy) 180 years

Elven Heritage. Choose one of the following traits based on your elf parentage:

  • You have a swimming speed of 30 feet, and you can breathe air and water.
  • You don't need to sleep, and magic can't put you to sleep. Additionally, you can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Elven Magic. You learn one cantrip of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).


Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.


Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.


Half-elven Accuracy. You have uncanny aim with attacks that rely on precision rather than brute force. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Half-orc
Traits Statistics
Creature Type Humanoid
Typical Alignment Chaotic Neutral (CN)
Average Height 7 - 8 feet
Average Weight 160 - 240 pounds
Age (Maturity) 20 years
Age (Life Expectancy) 120 years

Bulky Physique. You have advantage on saving throws and ability checks made to avoid or end the grappled and restrained conditions, and you have advantage on ability checks made to grapple or shove a creature.


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


Orcish Fury. Your fury burns tirelessly. When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.


Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Immediately after you use this trait, you can use your reaction to make one weapon attack.


Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Shifter
Traits Statistics
Creature Type Humanoid
Typical Alignment Chaotic Good (CG)
Average Height 6 - 7 feet
Average Weight 240 - 280 pounds
Age (Maturity) 10 years
Age (Life Expectancy) 120 years

Fangs. Your fangs are natural weapons, which count as simple melee weapons for you. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage.


Lycanthropic Affinity. You have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.


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


Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. Each time you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point), as well as one of the following benefits of your choice, described below:

  • Whenever you shift, you gain 1d6 additional temporary hit points, and you have a +1 bonus to your AC.
  • While shifted, you can make an attack with your elongated fangs as a bonus action.
  • While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.
  • While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

You choose the benefit each time you shift, and you can shift a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

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Halfling

Traits Statistics
Size Category Small
Creature Type Humanoid
Speed 30 feet
Typical Alignment Lawful Good (LG)
Average Height 3 feet
Average Weight 40 - 80 pounds
Age (Maturity) 20 years
Age (Life Expectancy) 150 years

Brave. You have advantage on saving throws against being frightened.


Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. Additionally, when an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, ability check or saving throw, you can use your reaction to share your luck and let the ally reroll the die. The ally must use the new roll. When you share your luck, you can't use this trait until the end of your next turn.


Traveler. Affine to traveling far and wide, you gain the following benefits:

  • If you would gain the first level of exhaustion, you suffer none of its effects. Each time thereafter that you would gain a level of exhaustion, you suffer the effects of one level of exhaustion lower.
  • Unless you choose to make noise, you cannot be detected by the sound of your footsteps.
  • While you are at your hit point maximum and not incapacitated, other creatures can't move you against your will.

Halfling Subraces

Ghostwise Halfling

Children of the Mind. You learn the Mind Sliver cantrip. Starting at 3rd level, you can cast the Magnify Gravity spell with this trait. Starting at 5th level, you can also cast the Immovable Object spell with it.


These spells don't require the material components normally required. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast this spell in that way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Forestbloom Halfling

Children of the Woods. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Entangle spell with this trait. Starting at 5th level, you can also cast the Spike Growth spell with it.


These spells don't require the material components normally required. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast this spell in that way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.

Lightfoot Halfling

Children of the Path. You learn the Gust cantrip. Starting at 3rd level, you can cast the Longstrider spell with this trait. Starting at 5th level, you can also cast the Pass Without Trace spell with it.


These spells don't require the material components normally required. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast this spell in that way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Nimble. You can move through the space of any creature that is of a size larger than yours, and you can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

Strongheart Halfling

Children of the Hearth. You learn the Guidance cantrip. Starting at 3rd level, you can cast the Sanctuary spell with this trait. Starting at 5th level, you can also cast the Enhance Ability spell with it.


These spells don't require the material components normally required. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast this spell in that way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Resilient. You have advantage on saving throws against poison, and you have resistance to poison damage.

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Human

Traits Statistics
Size Category Medium
Creature Type Humanoid
Typical Alignment Any
Speed 30 feet
Average Height 5 - 6 feet
Average Weight 160 - 240 pounds
Age (Maturity) 20 years
Age (Life Expectancy) 100 years

Human Adaptablity. Humanity is the cockroach of the bipeds, surviving the most unsurvivable regions and encounters, and adapting to their surroundings. Choose one of the following adaptions:

  • Durability. You are resistant to acid, cold, fire, poison, or lightning damage (choose when you select this race).
  • Mobility. You gain a climbing and swimming speed equal to your walking speed.
  • Perception. You have darkvision with a range of 60 feet, or blindsight with a range of 30 feet (choose when you select this race).
  • Resilience. Choose one Ability. You gain proficiency in saving throws using your chosen ability. You're also acclimated to extreme cold, extreme heat or extreme altitudes (choose when you select this race.)
  • Prowess. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Transcendence. You learn two cantrips of your choice from any spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Versatility. You gain proficiency in any combination of two skills, tools, martial weapons, common languages or exotic languages of your choice.

Human Determination. You can fail four death saving throws before dying instead of three. Additionally, when you take massive damage that would kill you instantly, you can make a DC 20 Constitution saving throw instead, and on a success, you are not killed instantly (this doesnt count as a saving throw).


Human Tenacity. When you fail an ability check, attack roll or a saving throw, you can roll a d4 and add the number rolled to the result, potentially turning it into a success. 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.

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Orc

Traits Statistics
Creature Type Humanoid
Speed 30 feet
Size Category Medium
Typical Alignment Neutral Evil (NE)
Average Height 6 - 7 feet
Average Weight 230 - 280 pounds
Age (Maturity) 16 years
Age (Life Expectancy) 120 years

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


Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to 1d4 times your proficiency bonus.


Battle Cry. As an action, you can unleash an orcish battle cry. Each creature of your choice that is within 30 feet of you, can hear you, and is not already affected by a battle cry gains advantage on attack rolls until the start of your next turn. You can then make one attack as a bonus action. Once you use this ability, you can't use it again until you finish a short or long rest.


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


Primal Intuition. You gain proficiency in one skill of your choice. When you make an ability check using the chosen skill, you can roll a d4 and add the number rolled to the ability check.


Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Immediately after you use this trait, you can use your reaction to make one weapon attack.

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Planetouched

Traits Statistics
Size Category Medium or small
Speed 30 feet

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

Subraces

Aasimar
Traits Statistics
Creature Type Celestial
Typical Alignment Lawful Good (LG)
Average Height 5 - 6 feet
Average Weight 150 - 200 pounds
Age (Maturity) 20 years
Age (Life Expectancy) 160 years

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


Celestial Revelation. As a bonus action on your turn, you can unleash the celestial energy within yourself. Once on each of your turns for 1 minute, you deal extra radiant or necrotic damage (choose when you choose this race) to one target when you deal damage with an attack or a spell. The extra damage equals your proficiency bonus. Once you use this trait, you can't use it again until you finish a short or long rest.


Celestial Wings. As a bonus action on your turn, you can sprout two wings from your back, gaining a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.


Your wings last until you use a bonus action to dismiss your wings or you fall unconscious. Your wings are either luminous and incorporeal (good), feathered and aquiline (neutral), or ghostly and skeletal (evil).


Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.


Light Bearer. You know the light cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).

Genasi
Traits Statistics
Creature Type Elemental
Typical Alignment Chaotic Neutral (CN)
Average Height 5 - 6 feet
Average Weight 140 - 180 pounds
Age (Maturity) 20 years
Age (Life Expectancy) 180 years

Elemental Heritage. You are related to a being from the elemental planes, and as such, choose between one of following elemental planes and gain its benefits:

  • Air. You are constantly under the effects of the feather fall spell.
  • Earth. You gain a burrowing speed equal to your walking speed.
  • Fire. You can summon harmless flames around your body as a bonus action. While surrounded by flames, you shed bright light in a 30-foot radius and dim light for an additional 30 feet as a bonus action. You can extinguish the flames at any time as a bonus action.
  • Water. You gain a swimming speed equal to your walking speed.

Elemental Magic. Your elemental heritage grants you certain magical traits, depending on the elemental plane you come from.

  • Air. You know the gust cantrip.
  • Fire. You know the control flame cantrip.
  • Earth. You know the mold earth cantrip.
  • Water. You know the shape water cantrip.

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


Elemental Nature. You don't need to breathe, and you can move across difficult terrain without expending extra movement.


Elemental Durability. You have advantage on ability checks and saving throws you make to avoid or remove exhaustion levels.


Elemental Resistance. Depending on elemental plane of origin, you gain one of the following resistances:

  • Air. You have resistance to thunder damage.
  • Earth. You have resistance to acid damage.
  • Fire. You have resistance to fire damage.
  • Water. You have resistance to cold damage.

Contents

Hexblood
Traits Statistics
Creature Type Fey
Typical Alignment Chaotic Evil (CE)
Age (Life Expectancy) Until Killed

Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued this way, you can take these actions:

  • Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
  • Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.


Fey Heritage. You know the druidcraft cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).


Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.


Illusory Appearance. As a bonus action, you can cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like another creature of your general size and humanoid shape. The illusion ends if you takes a bonus action to end it, you take damage or if you die.


The changes wrought by this effect fail to hold up to physical inspection. For example, you could appear to have smooth skin, but someone touching you would feel your wounds or scars. Otherwise, a creature must take an action to visually inspect the illusion and succeed on an Intelligence (Investigation) check to discern that you are disguised.


The DC for this check equals 8 + your proficiency bonus + your Intelligence, Wisdom or Charisma modifier (choose when you select this race).

Psiblood
Traits Statistics
Creature Type Humanoid
Typical Alignment Lawful Neutral (LN)
Average Height 5 - 6 feet
Average Weight 160 - 240 pounds
Age (Maturity) 20 years
Age (Life Expectancy) 150 years

Dual Mind. You have advantage on all Charisma, Intelligence, and Wisdom saving throws.


Mental Discipline. You have resistance to psychic damage.


Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.


When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.


Psionic Talent. You know the prestidigitation cantrip. The spell does not require somatic or verbal components when cast as part of this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).


Shielded Consciousness. You are immune to spells and other magical effects that require you to sleep or dream.

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Tiefling
Traits Statistics
Creature Type Fiend
Typical Alignment Chaotic Neutral (CN)
Average Height 5 - 6 feet
Average Weight 160 - 240 pounds
Age (Maturity) 20 years
Age (Life Expectancy) 150 years

Hellish Resistance. You have resistance to fire and cold damage.


Flames of Phlegethos. Whenever you deal fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.


Freezing Hands. As an action, you can touch a creature and cause it to suffer cold damage equal to twice your level. Once you use this trait, you use it again until you finish a long rest.


Infernal Heritage. You know the thaumaturgy cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).


Infernal Wings. As a bonus action on your turn, you can sprout two bat-like wings from your back, gaining a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.


Your wings last until you use a bonus action to dismiss your wings or you fall unconscious.

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Triton

Traits Statistics
Size Category Medium
Creature Type Humanoid
Speed 30 feet
Typical Alignment Neutral (N)
Average Height 5 - 6 feet
Average Weight 180 - 220 pounds
Age (Maturity) 18 years
Age (Life Expectancy) 150 years

Amphibious. You can breathe air and water, and you have a swim speed equal to your walk speed.


Control Water. A child of the sea, you can call on the magic of elemental water. You learn one cantrip of your choice from the Druid spell list. Starting at 3rd level, you can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the water walk spell with it. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast this spell in that way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race).


Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.


Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.


Natural Armour. You have tough, plated skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


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

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Undead

Traits Statistics
Size Category Medium or small
Speed 30 feet
Creature Type Undead
Age (Life Expectancy) Until Killed

Undead Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements, you gain proficiency in two skills of your choice.


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


Deathless Nature. You have escaped death, a fact represented by the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don't need to eat, drink, or breathe.
  • You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • You count as a humanoid for the purposes of healing or reviving you.

Lineages

Bonewraith
Traits Statistics
Typical Alignment Lawful Evil (NE)

Ethereal Nature. Due to your connection to the ethereal plane, you may take on a ghostly form as an action. While in this form, you have a flying speed equal to your walking speed, and you may now move through any creature or object as if it were difficult terrain, taking 1d10 force damage if you end your turn inside a creature or object. The form lasts for 1 minute, until you die, or until you end it as a bonus action on your turn. If the transformation ends and you occupy the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. You can transform a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest.


Skeletal Body. You are immune to Exhaustion, and you may, as a bonus action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are prone and your speed is 0. You may return to your normal form as a bonus action.

Dhampir
Traits Statistics
Typical Alignment Neutral Evil (NE)

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


Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.


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

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

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

Draugr
Traits Statistics
Typical Alignment Neutral (N)

Undead Fortitude. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. In addition, at 3rd level, if you die, you come back to life after 1d10 days with 1 hit point.


Mage Bane. Your entire body is a natural weapon, which counts as a simple melee weapon with which you are proficient. On a hit, the strike deals 1d6 + your Strength modifier bludgeoning damage. In addition, you have advantage on saving throws against spells and other magical effects.

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Reborn
Traits Statistics
Typical Alignment Lawful Good (LG)

Divine Fate. The origins of your rebirth grant you certain magical traits.

  • Starting at 1st level, you learn one cantrip of your choice from the cleric spell list.
  • When you reach 3rd level, you learn one 1st-level spell of your choice from the cleric spell list.
  • When you reach 5th level, you learn one 2nd-level spell of your choice from the cleric spell list.

You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast this spell in that way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Warforged

Traits Statistics
Size Category Medium
Creature Type Humanoid
Speed 30 feet
Age (Life Expectancy) Until Killed

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.


Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, the armor incorporated into your body can't be removed against your will.


Specialized Design. You gain one tool proficiency of your choice. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.

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Non-caster Classes

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Barbarian

Level Proficiency Bonus Features Brutal Critical Rages Rage Damage
1st +2 Fighting Style, Rage, Unarmored Defense --- 2 +2
2nd +2 Brutal Crits, Danger Sense, Reckless Attack 1 die 2 +2
3rd +2 Primal Path 1 die 2 +2
4th +2 Ability Score Improvement 1 die 2 +2
5th +3 Extra Attack, Fast Movement 2 dice 3 +3
6th +3 Path Feature 2 dice 3 +3
7th +3 Feral Instinct 2 dice 3 +3
8th +3 Ability Score Improvement 2 dice 3 +3
9th +4 Relentless Rage 2 dice 4 +4
10th +4 Path Feature, Primal Warrior 2 dice 4 +4
11th +4 Brute Force 3 dice 4 +4
12th +4 Ability Score Improvement 3 dice 4 +4
13th +5 Relentless Rage (two uses) 3 dice 5 +5
14th +5 Path Feature 3 dice 5 +5
15th +5 Persistent Rage 3 dice 5 +5
16th +5 Ability Score Improvement 3 dice 5 +5
17th +6 Relentless Rage (three uses) 4 dice 6 +6
18th +6 Indomitable Might 4 dice 6 +6
19th +6 Ability Score Improvement 4 dice 6 +6
20th +6 Primal Champion 4 dice Unlimited +6

Primal Paths

d12 Paths
1 Path of the Ancestral Guardian
2 Path of the Beast
3 Path of the Berserker
4 Path of the Champion
5 Path of the Juggernaut
6 Path of the Ronin
7 Path of the Skald
8 Path of the Storm Herald
9 Path of the Totem Warrior
10 Path of Wild Magic
11 Path of the Zealot
12 ---

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Class Features

As a barbarian, you gain the following class features, which are summarized in the Barbarian table.

Fighting Style

1st-level barbarian feature


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

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness.


Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Frenzied Warrior

Once per turn, when you score a critical hit with a melee weapon you are proficient in or reduce a creature to 0 hit points, you can make an additional melee weapon attack.

Great Weapon Fighting

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

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.


In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

You can engage in two-weapon fighting with any one-handed melee weapons you are wielding that aren't heavy.


In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.


At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Rage

1st-level barbarian feature


In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.


While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.


Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 5th, 4 at 9th, 5 at 13th, and 6 at 17th.

Unarmored Defense

1st-level barbarian feature


While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Brutal Critical

2nd-level barbarian feature


You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.


This increases to two additional dice at 5th level, three additional dice at 11th level, and four additional dice at 17th level.

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Danger Sense

2nd-level barbarian feature


You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack

2nd-level barbarian feature


You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Primal Path

3rd-level barbarian feature


You choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

4th-level barbarian feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Extra Attack

5th-level barbarian feature


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

Fast Movement

5th-level barbarian feature


Your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

7th-level barbarian feature


Your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Relentless Rage

9th-level barbarian feature


Your rage can keep you fighting despite grievous wounds. When you are reduced to 0 hit points while raging but not killed outright, you can drop to 1 hit point instead. If you do so, 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.

Primal Warrior

10th-level barbarian feature


The wilds strengthen your body. Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22.

Brute Force

11th-level barbarian feature


As part of the bonus action you take to enter your rage, you can move up to half your speed. Additionally, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Persistent Rage

15th-level barbarian feature


Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

18th-level barbarian feature


If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

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Primal Champion

20th-level barbarian feature


You embody the power of the wilds. Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 24.


Additionally, you can now use your Rage an unlimited number of times.

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Barbarian Paths

Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal. Here are Path options you can choose from at 3rd level.

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.


Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Path of the Ancestral Guardian Features
Barbarian Level Feature
3rd Ancestral Protectors, Spirit Watchers
6th Spirit Shield (1d12)
10th Consult the Spirits, Spirit Shield (2d12)
14th Vengeful Ancestors, Spirit Shield (3d12)

Ancestral Protectors

3rd-level Path of the Ancestral Guardian feature


Spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Spirit Watchers

3rd-level Path of the Ancestral Guardian feature


Your ancestors are your watchful eyes, and help you with what you need to find or avoid. You gain the ability to cast the locate object and find trap spells, but only as rituals.

Spirit Shield

6th-level Path of the Ancestral Guardian feature


The guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d12.


When you reach certain levels in this class, you can reduce the damage by more: by 2d12 at 10th level and by 3d12 at 14th level.

Consult the Spirits

10th-level Path of the Ancestral Guardian feature


You gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Constitution is your spellcasting ability for these spells.

You can use this trait to cast one of these spells a number of times equal to your proficiency bonus, and you regain all used after finishing a long rest

Vengeful Ancestors

14th-level Path of the Ancestral Guardian feature


Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

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Path of the Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.


Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

Origin of the Beast
d4 Origin
1 One of your parents is a lycanthrope, and you've inherited some of their curse.
2 You are descended from an archdruid and inherited the ability to partially change shape.
3 A fey spirit gifted you with the ability to adopt different bestial aspects.
4 An ancient animal spirit dwells within you, allowing you to walk this path.
Path of the Beast Features
Barbarian Level Feature
3rd Bestial Adaptability, Form of the Beast
6th Bestial Soul
10th Infectious Fury
14th Call the Hunt

Bestial Adaptability

3rd-level Path of the Beast feature


You can alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
  • You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Form of the Beast

3rd-level Path of the Beast feature


When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal, dealing 1d6 of the appropriate damage type (slashing damage for the Claws, piercing damage for the Bite and Tail). The damage die increases to 1d8 at 6th, 1d10 at 10th, and 1d12 at 14th level.


You choose the weapon's form each time you rage:

  • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to the damage dealt, provided you have less than half your hit points when you hit.
  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
  • Tail. You grow a lashing, spiny tail, which has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll the die you use for your natural weapon's damage, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

6th-level Path of the Beast feature


The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Additionally, you have advantage on Wisdom (Perception) checks relying on sight, and while you aren't wearing armor, you gain a +1 bonus to AC. This bonus increases to +2 at 10th level, and +3 at 14th level.

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Infectious Fury

10th-level Path of the Beast feature


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

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

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.

Call the Hunt

14th-level Path of the Beast feature


The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. 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 Constitution modifier (minimum of one creature).


You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.


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.

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Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Path of the Berserker Features
Barbarian Level Feature
3rd Frenzy, Mindless Rage
6th Intimidating Presence
10th Retaliation
14th Mindless Frenzy

Frenzy

3rd-level Path of the Berserker feature


You go into a frenzy when you rage. As part of the bonus action you take to enter your rage, and as a bonus action on each of your turns while raging, you can make a single melee weapon attack.

Mindless Rage

3rd-level Path of the Berserker feature


While raging, you are resistant to psychic damage, and you can't be charmed or frightened. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

6th-level Path of the Berserker feature


You can use your Action to frighten your enemies with your menacing presence. When you do so, choose any number of creatures that you can see within 30 feet of you.


If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be frightened of you for 1 minute.


This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If a creature succeeds on their saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

10th-level Path of the Berserker feature


When you take damage from a creature that is within your reach, you can use your reaction to make a melee weapon attack against that creature.

Mindless Frenzy

14th-level Path of the Berserker feature


You are now immune to psychic damage while raging.

Additionally, you now can't be charmed or frightened even when you aren't raging.

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Path of the Champion


Those who follow the path of the champion focus on the development of raw physical power honed to deadly perfection, combining rigorous training with physical excellence to deal devastating blows.

Path of the Champion Features
Barbarian Level Feature
3rd Mighty Strikes, Remarkable Athlete
6th Boundless Prowess
10th Superior Might
14th Survivor

Mighty Strikes

3rd-level Path of the Champion feature


Your fury makes you hit harder and with more accuracy. While raging, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

3rd-level Path of the Champion feature


You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.


In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Boundless Prowess

6th-level Path of the Champion feature


When you make an ability check based on Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10.

Improved Mighty Strikes

10th-level Path of the Champion feature


While raging, your weapon attacks now score a critical hit on a roll of 18, 19, and 20.

Survivor

14th-level Path of the Champion feature


You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to twice your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

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Path of the Juggernaut

Those who follow the path of the juggernaut are followers of the gods of war and battle hardened warriors who specialize in wearing bulky, heavy armor and throwing themselves into combat. They become an unstoppable force of nature, striking with all they have and giving themselves over to the fury of battle.

Path of the Battlerager Features
Barbarian Level Feature
3rd Heavily Armored, Reckless Abandon
6th Incessant Fury
10th Raging Fortress
14th Unstoppable Force

Heavily Armored

3rd-level Path of the Battlerager feature


You gain proficiency in all armor types if you weren't before, and all barbarian features that work while wearing light or medium armor also work while wearing heavy armor.

Reckless Abandon

3rd-level Path of the Battlerager feature


When you use Reckless Attack while raging, you also gain temporary hit points equal to 1d6. They vanish if any of them are left when your rage ends. The temporary hit points increase when you reach certain levels in this class, increasing to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Incessant Fury

6th-level Path of the Battlereager feature


While raging, you and all creatures of your choice within 10 feet of you that can see or hear you have advantage on ability checks that would prevent and on saving throws that would inflict the frightened, grappled, paralyzed, prone, restrained or stunned conditions.


Additionally, your movement is unaffected by difficult terrain, and spells and other magical effects can't reduce your speed.

Raging Fortress

10th-level Path of the Battlerager feature


While raging, if an attacker that you can see hits you with an attack, you can use your reaction to add your proficiency bonus to your AC until the start of your next turn, potentially turning the hit into a miss. You can use this trait a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest.

Unstoppable Force

14th-level Path of the Battlerager feature


While raging, you and all creatures of your choice within 10 feet of you that can see or hear you are immune to the frightened, grappled, paralyzed, prone, restrained or stunned conditions, unless you choose to be inflicted.

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Path of the Ronin


Ronin are masterless warriors who wander the land in search of work, meaning and enlightenment, excelling in unorthodox fighting styles and drawing on their speed to defeat their foes. Having fallen from grace, their rage only brings them more focus and determination.

Path of the Ronin Features
Barbarian Level Feature
3rd Master of the Blade, Unorthodox Fighting
6th Irate Strike
10th Ronin's Flurry
14th Iaijutsu

Master of the Blade

3rd-level Path of the Ronin feature


Your martial training encompensates trading in accuracy for fast, wounding strikes at vital points without forgoing defense.


When you use Reckless Attack while raging, you can choose to make a precise strike instead. When you do so, attack rolls aren't made with advantage against you due to attacking recklessly.


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

Unorthodox Fighting

3rd-level Path of the Ronin feature


The way you fight is non-standard, playing by a different ruleset than others. You gain the following benefits:

  • You can use Strength instead of Dexterity for the attack and damage rolls of ranged weapons.
  • Features requiring Strength-based melee weapon attacks now also work with Strength-based ranged weapon attacks.
  • You are proficient with improvised weapons, and they deal 1d8 of the appropriate damage type, instead of the 1d4 damage normal for an improvised weapon. An improvised thrown weapon now has a normal range of 60 feet and a long range of 120 feet.

Irate Strike

6th-level Path of the Ronin feature


Melee and ranged weapon attacks made with weapons you are wielding while raging count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ronin's Flurry

10th-level Path of the Ronin feature


Your foes cannot escape your vigilance. As a bonus action, you can instantly move to a creature of your choice within 60 feet of you that you can see. This movement does not provoke opportunity attacks, and your next weapon attack against this creature deals an additional 2d6 damage on a hit. The damage increases to 3d6 at 15th level, and to 4d6 at 20th level.


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

Iaijutsu

14th-level Path of the Ronin feature


You learn to channel your fury into an ultimate show of force and speed, as a result of your weapon mastery.


Once per rage, you can choose to make a special weapon attack as an action with a sheathed weapon you are carrying with you against a target within range or reach. On a hit, you unsheathe the weapon, attack, and sheathe the weapon again, multiplying the damage dice and modifiers by four.


If the attack is made with a thrown or ranged weapon, you require the use of four ammunitions or thrown weapons to make this special attack.

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Path of the Skald


Skalds are lionhearted warriors known for their poetry and songs. Similar to bards, skalds use spellcasting to strengthen their allies and devestate their foes in combination with overwhelming martial prowess. While they are never found in large numbers in battle, one or two skalds can be found in almost every barbarian tribe or military platoon. They are also highly sought after in adventuring parties for their raw strength and mastery of both building and breaking morale.

Path of the Skald Features
Barbarian Level Feature
3rd Skaldic Spellcasting, Raging Ovation
6th Warsong
10th Skald's Charm
14th Inspiring Rage

Skaldic Spellcasting

3rd-level Path of the Skald feature


You augment your martial prowess with the ability to cast spells. When you gain this feature, choose a spell list from the Bard, Cleric, Druid, Sorcerer, Warlock or Wizard. Each spell available to you come from your chosen spell list.


Cantrips. You learn two cantrips of your choice from your chosen spell list. You learn an additional cantrip of your choice from the same spell list at 10th, and another at 15th level.


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


Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from your chosen spell list.


The Spells Known column of the Path of the Skald Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells 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.


Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your chosen spell list. The new spell must be of a level for which you have spell slots.


Spellcasting Ability. Your spellcasting ability for these spells depends on the spell list you chose: Charisma for bard, sorcerer or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You use the appropriate ability modifier whenever a spell refers to your spellcasting ability. In addition, you use your the same modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma, Intelligence or Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Charisma, Intelligence or Wisdom modifier
Path of the Skald Spellcasting
Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 3
4th 2 3 3
5th 2 4 3
6th 2 5 4
7th 2 6 4 2
8th 2 7 4 2
9th 2 8 4 2
10th 3 8 4 3
11th 3 9 4 3
12th 3 9 4 3
13th 3 10 4 3 2
14th 3 10 4 3 2
15th 4 11 4 3 2
16th 4 11 4 3 3
17th 4 12 4 3 3
18th 4 12 4 3 3
19th 4 13 4 3 3 1
20th 4 13 4 3 3 1

Raging Ovation

3rd-level Path of the Skald feature


You are a warrior poet, with unbending rage fueling your skaldic spellcasting. You gain the following benefits:

  • You gain proficiency in one musical instrument of your choice.
  • You can cast and concentrate on Skald spells, which are spells gained through the Skaldic Spellcasting feature, even while raging.
  • While raging, you can add Rage Damage to one damage roll of any Skald spell you cast.

Warsong

6th-level Path of the Skald feature


Whenever you take the Attack action on your turn, you can replace one of those attacks with a cantrip you know.

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Skald's Charm

10th-level Path of the Skald feature


Your strength is invigorating to those interacting with you. Whenever you make a Charisma check, you gain a bonus to the check equal to your Strength modifier (minimum of +1). In addition, your personality becomes impossible to suppress. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).

Inspired Rage

14th-level Path of the Skald feature


Your rage is inspiring to allies, pushing them to even greater heights. You and allied creatures within 30 feet of you can add a d4 to any attack roll, ability check or saving throw made while you are raging.

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Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.


Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.

Path of the Storm Herald Features
Barbarian Level Feature
3rd Storm Aura, Storm Soul
6th Storm Blade
10th Shielding Storm
14th Raging Storm

Storm Aura

3rd-level Path of the Storm Herald feature


You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. The aura's radius increases when you reach certain levels in this class, increasing to 15 feet at 5th level, 20 feet at 10th level, 25 feet at 15th level, and 30 feet at 20th level.


Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice each time you finish a long rest.


If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

  • Desert. When this effect is activated, each creature of your choice in your aura take 1d4 fire damage. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.
  • Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.
  • Tundra. When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.

Storm Soul

3rd-level Path of the Storm Herald feature


The storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura:

  • Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
  • Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to your walking speed.
  • Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

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Storm Blade

6th-level Path of the Storm Herald feature


You can apply the storm's wrath to the blows of your weapons. When you make a melee weapon attack while raging, you may choose to change the damage type to the same type as the damage resistance you gained from the Storm Soul feature.

Shielding Storm

10th-level Path of the Storm Herald feature


You learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Raging Storm

14th-level Path of the Storm Herald feature


The power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura:

  • Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Storm Aura's damage.
  • Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is pushed outside of your aura and knocked prone, as if struck by a wave.
  • Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 and can't take any reactions until the start of your next turn, as magical frost covers it.

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Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.


Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Path of the Totem Warrior Features
Barbarian Level Feature
3rd Spirit Seeker, Totem Spirit
6th Aspect of the Beast
10th Spirit Walker
14th Totemic Attunement

Spirit Seeker

3rd-level Path of the Totem Warrior feature


Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Totem Spirit

3rd-level Path of the Totem Warrior feature


You choose a totem spirit and gain its feature. At later levels, you can choose additional benefits based on a totem spirit of your choice. You can choose the same animal you selected previously or a different one.


  • Bear. While raging, you have resistance to all damage except psychic damage.
  • Eagle. While raging, your movement does not provoke attacks of opportunity.
  • Elk. While raging, your movement speed is doubled.
  • Tiger. While raging, your weapon attacks deal an additional 1d6 damage of the same type if your target is below its hit point maximum.
  • Wolf. While raging, your allies have advantage on attack rolls against any creature within 5 feet of you that is hostile to you.

Aspect of the Beast

6th-level Path of the Totem Warrior feature


You gain an additional magical benefit based on a totem animal of your choice:

  • Bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift or break objects. Additionally, your unarmed strikes as well as attacks made with natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
  • Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. Additionally, if you take the Attack action after moving at least 20 feet on your turn, your target takes an additional 1d8 of the same damage type.
  • Tiger. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you have advantage on Dexterity (Stealth) checks and can take the Hide action as a bonus action.
  • Wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. Additionally, you have advantage on Intelligence (Investigation), Wisdom (Perception) and Wisdom (Survival) checks that rely on hearing or smell.

Spirit Walker

10th-level Path of the Totem Warrior feature


You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

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Totemic Attunement

14th-level Path of the Totem Warrior feature


You gain an additional magical benefit based on a totem animal of your choice:

  • Bear. While raging, any creature within your reach that's hostile to you has disadvantage on attack rolls against targets other than you.
  • Eagle. While raging, you have a flying speed equal to your current walking speed.
  • Elk. While raging, if you take the Attack action after moving at least 20 feet on your turn, you can make one additional weapon attack as part of that action.
  • Tiger. While raging, attack rolls made against you can no longer be made with advantage.
  • Wolf. While raging, you have advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.

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Path of Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Path of the Wild Magic Features
Barbarian Level Feature
3rd Magic Awareness, Wild Surge
6th Bolstering Magic
10th Unstable Backlash
14th Controlled Surge

Magic Awareness

3rd-level Path of Wild Magic feature


As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.


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.

Wild Surge

3rd-level Path of Wild Magic feature


The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.


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

Wild Magic
d8 Magical Effect
1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. Both the damage and temporary hit points increase to 2d12 at 10th level, and to 3d12 at 20th level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. The range increases to 60 feet at 10th level, and 90 feet at 20th level.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d12 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. The damage increases to 2d12 at 10th level, and 3d12 at 20th level.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to another type of your choice (e.g. force or fire), and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d12 force damage, as magic lashes out in retribution. The damage increases to 2d12 at 10th level, and to 3d12 at 20th level.
6 Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. The bonus increases to +2 at 10th level, and +3 at 20th level.
7 Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. The radius increases to 30 feet at 10th level, and 45 feet at 20th level.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. The damage increases to 2d12 at 10th level, and 3d12 at 20th level.

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Bolstering Magic

6th-level Path of Wild Magic feature


You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

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

Unstable Backlash

10th-level Path of Wild Magic feature


When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Surge

14th-level Path of Wild Magic feature


When you enter your rage, you can now choose any effect on the Wild Magic table instead of of rolling.

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Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.


A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Path of the Zealot Features
Barbarian Level Feature
3rd Divine Fury, Warrior of the Gods
6th Fanatical Focus
10th Zealous Presence
14th Rage beyond Death

Divine Fury

3rd-level Path of the Zealot feature


You can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d8. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.


The damage increases to 2d8 at 10th level, and 3d8 at 20th level.

Warrior of the Gods

3rd-level Path of the Zealot feature


Your soul is marked for endless battle. When you are reduced to 0 hit points but not killed outright while raging, you can drop to 1 hit point instead. If you do so, you can't use this feature again until you finish a long rest.


Additionally, if a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Fanatical Focus

6th-level Path of the Zealot feature


The divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Zealous Presence

10th-level Path of the Zealot feature


You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.


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.

Rage beyond Death

14th-level Path of the Zealot feature


The divine power that fuels your rage allows you to shrug off fatal blows.


While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points after your rage ends.

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Fighter

Level Proficiency Bonus Features Maneuvers Known Superiority Dice
1st +2 Combat Superiority, Fighting Style 2 4d6
2nd +2 Action Surge, Know Your Enemy 2 4d6
3rd +2 Martial Archetype 2 4d6
4th +2 Ability Score Improvement 2 4d6
5th +3 Extra Attack 3 6d8
6th +3 Ability Score Improvement 3 6d8
7th +3 Martial Archetype Feature 3 6d8
8th +3 Ability Score Improvement 3 6d8
9th +4 Indomitable 4 8d8
10th +4 Martial Archetype Feature 4 8d8
11th +4 Extra Attack (2) 4 8d10
12th +4 Ability Score Improvement 4 8d10
13th +5 Indomitable (two uses) 5 10d10
14th +5 Ability Score Improvement 5 10d10
15th +5 Martial Archetype Feature 5 10d10
16th +5 Ability Score Improvement 5 10d10
17th +6 Extra Attack (3), Indomitable (three uses) 6 12d12
18th +6 Martial Archetype Feature 6 12d12
19th +6 Ability Score Improvement 6 12d12
20th +6 Perfect Warrior 6 12d12

Martial Archetypes

d8 Archetype
1 Battle Master
2 Cavalier
3 Echo Knight
4 Eldritch Knight
5 Psi Warrior
6 Rune Knight
7 Samurai
8 Warlord

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Class Features

As a fighter, you gain the following class features, which are summarized in the Fighter table.

Combat Superiority

1st-level fighter feature


You learn maneuvers that are fueled by special dice called superiority dice.


Maneuvers. You learn two maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn an additional maneuver of your choice 5th, 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.


Superiority Dice. You have four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest. You gain two more superiority dice at 5th, 9th, 13th, and 17th level. Your superiority dice turn into d8s at 5th, d10s at 11th, and into d12s at 17th level.


Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Fighting Style

1st-level fighter feature


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

Archery

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

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

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

Dueling

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

Great Weapon Fighting

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

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

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

Superior Technique

You learn two maneuvers of your choice. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).


You gain two superiority dice, which are d6s (these dice are added to any superiority dice you have from another source). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. Your superiority dice turn into d8s at 5th, d10s at 11th, and into d12s at 17th level. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

You can engage in two-weapon fighting with any one-handed melee weapons you are wielding that aren't heavy. In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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Action Surge

2nd-level fighter feature


Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.


Once you use this feature, you must finish a short or long rest before you can use it again.

Know Your Enemy

2nd-level fighter feature


If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

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

Martial Archetype

3rd-level fighter feature


At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

4th-level fighter feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 6th, 8th, 12th, 14th, 16th, and 19th level.

Extra Attack

5th-level fighter feature


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


The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Indomitable

9th-level fighter feature


If you fail a saving throw, you can choose to succeed instead. If you do so, 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.

Perfect Warrior

20th-level fighter feature


You gain the following benefits:

  • You can now use Action Surge twice before a rest, even on the same turn.
  • When you roll initiative and have no superiority dice remaining, you regain all expended superiority dice.
  • You can replace any maneuvers you know with different ones after finishing a long rest.

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Martial Archetypes


Different Fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Here are Archetype options you can choose from at 3rd level.

Battle Master


Battle masters are fighters who have dedicated their lives to the art of armed combat. Many of these fighters specialize in the use of swords, and are therefore called 'blademasters', however a true weapon master will study the use of many different weapons, such as the spear, the bow or the axe.

Battle Master Features
Fighter Level Feature
3rd Battle Maneuvers, Weapon Mastery
7th Warforger
10th Greater Weapon Mastery
15th Fighting Master
18th Ultimate Weapon Mastery

Battle Maneuvers

3rd-level Battle Master feature


Your mastery with weapons and your expertise in battle gives you techniques for dealing with multiple opponents. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Volley. As an action, you can spend a superiority die to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. On a hit, each target takes additional damage equal to one roll of your superiority die.


Misdirection. When a creature misses you with a melee attack, you can spend a superiority die and use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. The creature's attack roll gains a bonus equal to one roll of your superiority die.


Circulating Strike. As an action, you can spend a superiority die to make a melee attack against any number of creatures within reach of your weapon, with a separate attack roll for each target. On a hit, each target takes additional damage equal to one roll of your superiority die.

Weapon Mastery

3rd-level Battle Master feature


Your mastery with your choice of weapon is supreme. Choose a type of simple or martial weapon you are proficient in to gain mastery with (e.g. a longsword or a longbow). You gain mastery in an additional weapon type at 7th and 15th level.


While wielding a mastered weapon, you have advantage on opportunity attacks with the weapon and you have advantage on ability checks and saving throws made to avoid being disarmed.


Additionally, you can enter into a specific combat stance, while wielding a mastered weapon, according to the situation at hand. You may go into one of the following stances as a bonus action, and while in it, you gain the following benefits:


Defensive Stance. You gain a +1 bonus to AC. Additionally, when a creature hits you with an attack while you are wielding a mastered weapon, you gain a bonus to AC equal to half your proficiency bonus (rounded up) against all subsequent attacks made by that creature for the rest of the turn.


Offensive Stance. Weapon attacks you make with mastered weapons gain a +1 bonus to hit, and you score a critical hit on a roll of 19 or 20. The bonus to your attack rolls made with your mastered weapons doesn't stack with the bonus granted by magical weapons, instead you choose whichever is higher.


You remain in this stance for 1 minute. It ends early if you no longer wield a mastered weapon, if you are knocked prone, are incapacitated, or you die. You can also end the stance voluntarily (no action required). You may enter into a stance a number of times equal to your proficiency bonus, after which you cannot do so again until you finish a long rest.

Warforger

7th-level Battle Master feature


You can choose two additional options from the Fighting Style class feature.

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Greater Weapon Mastery

10th-level Battle Master feature


Your combat form has been improved and molded into nigh perfection through your constant combat experience and efforts. While in one of the combat stances, you gain the following features:


Defensive Stance. The bonus to AC increases to +2, and when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Offensive Stance. Weapon attacks you make with mastered weapons now gain a +2 bonus to hit and score a critical hit on a roll of 18-20.

Fighting Master

15th-level Battle Master feature


You are a master of combat in all its forms. You gain all fighting styles from the Fighting Style class feature that you did not already possess.

Ultimate Weapon Mastery

18th-level Battle Master feature


You have become the ultimate warrior, having perfected your stance and combat techniques in all formst. While in one of the combat stances, you gain the following features:


Defensive Stance. The bonus to AC increases to +3, and the bonus to AC against subsequent attacks is longer halved.


Offensive Stance. Weapon attacks you make with mastered weapons now gain a +3 bonus to hit and you score a critical hit on a roll of 17-20.

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Cavalier


The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Cavalier Features
Fighter Level Feature
3rd Defensive Maneuvers, Born to the Saddle
7th Protective Warding
10th Hold the Line
15th Ferocious Charger
18th Vigilant Defender

Defensive Maneuvers

3rd-level Cavalier feature


You can menace your foes, foiling their attacks and punishing them for harming others. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Punishing Attack. If a creature within reach of your weapon deals damage to anyone other than you, you can expend one superiority die to you can make an opportunity attack as a reaction against the creature. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to your superiority die.


Unwavering Mark. When you hit a creature with a melee weapon attack, you can expend one superiority die to mark the creature until the end of your next turn. You add the superiority die to the attack's damage roll, and while it is within reach of your weapon, a creature marked by you has disadvantage on any attack roll that doesn't target you. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.


Warding Maneuver. If you or a creature you can see within reach of your weapon is hit by an attack, you can expend a Superiority die as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

Born to the Saddle

3rd-level Cavalier feature


Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.


Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Protective Warding

7th-level Cavalier feature


You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within reach of your weapon or shield is hit by an attack, you can reduce the damage by an amount equal to 1d8 plus your Strength modifier as a reaction. The damage you reduce increases to 2d8 at 10th, 3d8 at 15th, and 4d8 at 20th level.

Hold the Line

10th-level Cavalier feature


You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Ferocious Charger

15th-level Cavalier feature


You can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

18th-level Cavalier feature


You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

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Echo Knight


The archetypal Echo Knight is a mysterious and feared frontline warrior, known to have mastered the art of using shadow magic to summon the fading shades of him or herself to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Echo Knight Features
Fighter Level Feature
3rd Shadow Maneuvers, Manifest Echo
7th Echo Avatar
10th Shadow Martyr
15th Reclaim Potential
18th Legion of One

Shadow Maneuvers

3rd-level Echo Knight feature


You can heighten your echo's abilities. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Shadow Strike. When you hit a creature with a weapon attack, you can expend one superiority die to make one additional melee attack from the echo's position, adding the superiority die to the attack's damage roll.


Shadow Step. As a bonus action, you can expend one superiority die and 15 feet movement to swap places with your echo, regardless of the distance between you, and become invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.


Shadow Thrust. As part of the attack action, you can expend one superiority die and replace one of your attacks with a special ranged spell attack with a range of 60 feet.


You are proficient with it, and you add your Strength or Dexterity modifier for its attack and damage rolls. Its damage is necrotic, and its damage die equals one roll of your superiority die + your Constitution modifier.

Manifest Echo

3rd-level Echo Knight feature


You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.


Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.


You can use the echo in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Echo Avatar

7th-level Echo Knight feature


You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Shadow Martyr

10th-level Echo Knight feature


You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.


Once you take this reaction, you can't do so again until you finish a short or long rest, unless you expend a superiority die to take it again.

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Reclaim Potential

15th-level Echo Knight feature


You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points. Once you use this feature, you can't do so again until you finish a short or long rest, unless you expend a superiority die to use it again.

Legion of One

18th-level Echo Knight feature


You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

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Eldritch Knight


The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by other spellcasters. Some knights were under the tutelage of a bardic college, other's followed the teaching of a clerical temple or learn nature magic from a druid circle. No matter where they learn magic, they all have one thing in common: being proficient with spell and sword, they are a deadly force to encounter.

Eldritch Knight Features
Fighter Level Feature
3rd Spellcasting, Weapon Bond
7th War Magic
10th Eldritch Maneuvers
15th Arcane Charge
18th Improved War Magic

Spellcasting

3rd-level Eldritch Knight feature*


You augment your martial prowess with the ability to cast spells. When you gain this feature, choose a spell list from the Bard, Cleric, Druid, Sorcerer, Warlock or Wizard. Each spell available to you come from your chosen spell list.


Cantrips. You learn two cantrips of your choice from your chosen spell list. You learn an additional cantrip of your choice from the same spell list at 10th, and another at 15th level.


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


Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from your chosen spell list.


The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells 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.


Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your chosen spell list. The new spell must be of a level for which you have spell slots.


Spellcasting Ability. Your spellcasting ability for these spells depends on the spell list you chose: Charisma for bard, sorcerer or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You use the appropriate ability modifier whenever a spell refers to your spellcasting ability. In addition, you use your the same modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma, Intelligence or Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Charisma, Intelligence or Wisdom modifier
Eldritch Knight Spellcasting
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 3
4th 2 3 3
5th 2 4 3
6th 2 5 4
7th 2 6 4 2
8th 2 7 4 2
9th 2 8 4 2
10th 3 8 4 3
11th 3 9 4 3
12th 3 9 4 3
13th 3 10 4 3 2
14th 3 10 4 3 2
15th 4 11 4 3 2
16th 4 11 4 3 3
17th 4 12 4 3 3
18th 4 12 4 3 3
19th 4 13 4 3 3 1
20th 4 13 4 3 3 1

Weapon Bond

3rd-level Eldritch Knight feature


You learn a ritual that creates a magical bond between yourself and one weapon. A shield is also a valid option. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.


Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Additionally, the bonded weapon can be used as a spellcasting focus for your spells, and you can perform somatic components of spells while wielding it.

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You can have up to two bonded weapons, and can summon one or both at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

7th-level Eldritch Knight feature


Whenever you take the Attack action on your turn, you can replace one of those attacks with a cantrip you know.

Eldritch Maneuvers

10th-level Eldritch Knight feature


You experience with the craft of magic has allowed you to further enhance your abilities. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Spell Strike. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to undercut a creature's resistance to your spells. You add the superiority die to the attack's damage roll, and the target has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.


Elemental Strike. When you hit a creature with a melee weapon attack, you can expend one superiority die to string your attack with elemental magic. You deal additional acid, cold, fire, lightning or thunder damage (your choice) to the target equal to two superiority dice rolls.

Arcane Charge

15th-level Eldritch Knight feature


On your turn, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see. Once you take this action, you can't do so again until you finish a long rest, unless you expend a superiority die to take it again.

Improved War Magic

18th-level Eldritch Knight feature


Whenever you take the Attack action on your turn, you can cast a spell of 1st level or higher instead of a number of your attacks equal to the spell slot used. You can only cast one spell per turn in this way.

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Psi Warrior


Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.


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

Psi Warrior Features
Fighter Level Feature
3rd Psionic Maneuvers, Telekinetic Movement
7th Telekinetic Adept
10th Guarded Mind
15th Bulwark of Force
18th Telekinetic Master

Psionic Maneuvers

3rd-level Psi Warrior feature


You harbor a wellspring of energy within yourself, enhancing your abilities with psionic power. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Enhanced Physique. When you make a Strength (Athletics), or a Dexterity (Acrobatics) check, you can expend one superiority die and add the superiority die to the ability check.


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


Psionic Strike. Immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one superiority die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement

3rd-level Psi Warrior feature


You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a superiority die to take it again.

Telekinetic Adept

7th-level Psi Warrior feature


You have mastered new ways to use your telekinetic abilities. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Psi-Powered Leap. As a bonus action, you can expend one superiority die and propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn.


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

Guarded Mind

10th-level Psi Warrior feature


The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a superiority die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

15th-level Psi Warrior feature


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


Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a superiority die to take it again.

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Telekinetic Master

18th-level Psi Warrior feature


Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.


Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a superiority die to cast it again.

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Rune Knight


Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Rune Knight Features
Fighter Level Feature
3rd Runic Maneuvers, Giant's Might
7th Rune Carver
10th Great Stature
15th Master of Runes
18th Runic Juggernaut

Runic Maneuvers

3rd-level Rune Knight feature


Your experience with rune magic enhances your fighting capabilities. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Cloudy Deflection. When you or a creature you can see within 30 feet of you is hit by an attack roll, you can expend two superiority dice and use your reaction to invoke giant magic to transfer their attack to another. When you do so, choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range.


Fiery Strike. When you hit a creature with a melee weapon attack, you can expend a superiority die and invoke giant magic to summon fiery shackles. The target takes additional fire damage equal to one superiority die roll, and it must succeed on a Strength saving throw or be restrained until the end of your next turn.


Stormy Omen. When another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can expend a superiority die and use your reaction invoke giant magic to subtract it from the roll, potentially turning the roll into a failure.

Rune Carver

3rd-level Rune Knight feature


You can use magic runes to enhance your gear. Whenever you finish a long rest, you can touch any object, and you inscribe a different rune onto each of the objects. You can have an amount of runes active equal to your proficiency bonus at any time. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you.


Cloud Rune. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being stunned, and you have resistance against thunder damage.


Fire Rune. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being restrained, and you have resistance against fire damage.


Frost Rune. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being frightened, and you have resistance against cold damage.


Hill Rune. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.


Stone Rune. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being charmed, and you have resistance against psychic damage.


Storm Rune. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being blinded or deafened, and you have resistance against lightning damage.

Giant's Might

7th-level Rune Knight feature


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

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on ability checks and saving throws involving Strength and Constitution.
  • Attacks with a weapon or an unarmed strike deal an extra 1d8 damage to a target on a hit.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a superiority die to use it again.

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Great Stature

10th-level Rune Knight feature


The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.


Moreover, the extra damage you deal with your Giant's Might feature increases to 1d10, and when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

Master of Runes

15th-level Rune Knight feature


The runes imbued into your gear now have improved effects.


Cloud Rune. While wearing or carrying an object that bears this rune, you are immune to thunder damage and the stunned condition.


Fire Rune. While wearing or carrying an object that bears this rune, you are immune to fire damage and the restrained condition.


Frost Rune. While wearing or carrying an object that bears this rune, you are immune to cold damage and the frightened condition.


Hill Rune. While wearing or carrying an object that bears this rune, you are immune to poison damage and the poisoned condition.


Stone Rune. While wearing or carrying an object that bears this rune, you are immune to psychic damage and the charmed condition.


Storm Rune. While wearing or carrying an object that bears this rune, you are immune to lightning damage and the blinded and deafened conditions.

Runic Juggernaut

18th-level Rune Knight feature


You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d12. Moreover, when you use that feature, your size can increase to Gargantuan, and while you are that size, your reach increases by 10 feet.

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Samurai


The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

Samurai Features
Fighter Level Feature
3rd Disciplined Maneuvers, Physical Excellency
7th Tireless Spirit
10th Vigilant Guard
15th Rapid Strike
18th Strength before Death

Disciplined Maneuvers

3rd-level Samurai feature


Your discipline, attention to detail and intensity in battle can shield you and help you strike true, with both blade and word. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Elegant Courtier. When you make a Charisma (Deception), a Charisma (Persuasion), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.


Fighting Spirit. On your turn, you can use a bonus action and expend two superiority dice to give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain temporary hit points equal to one superiority die roll + your Constitution modifier.


Disciplined Reflexes. When you you are forced to make a saving throw, you can expend a superiority die and use your reaction to add it to the roll, potentially turning the roll into a success.

Physical Excellency

3rd-level Samurai feature


When a creature scores a critical hit against you, you can shrug off the attack with the raw physical might that you have cultivated. The critical hit turns into a normal hit.


Once you use this feature, you can't use it again until you finish a long rest, unless you expend one superiority die to use it again.

Tireless Spirit

7th-level Samurai feature


Your self-control and rigorous training causes you to gain proficiency in one additional saving throw of your choice.

Vigilant Guard

10th-level Samurai feature


Your experience in warfare aids you in battle to protect you from unseen danger.


While you are conscious, you can't be surprised, and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.


Additionally, you gain blindsight out to a range of 10 feet. If you already have blindsight, it's range increases by 10 feet.

Rapid Strike

15th-level Samurai feature


You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength before Death

18th-level Samurai feature


Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.


Once you use this feature, you can't use it again until you finish a long rest, unless you expend three superiority dice to use it again.

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Warlord


Warlords are natural born leaders who stand on the battlefield side by side with their allies. Their skill lets them shift the tide of any battle - no matter how large or insignificant, no matter if it requires sword and shield or just a sharp tongue.


A warlord inspires greatness in others by committing brave deeds in battle. The mere presence of a warlord in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone warrior might be skilled, but a warlord leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.


As a warlord spearheads an attack, the warlord's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Warlord Features
Fighter Level Feature
3rd Battlefield Maneuvers, Born Leader
7th Battlefield Presence
10th Master of Battle
15th Battlefield Bastion
18th Master of War

Battlefield Maneuvers

3rd-level Warlord feature


You learn how to inspire your allies to fight on past their injuries. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.


Rallying Cry. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you or is incapacitated within 30 feet of you. That creature regains hit points equal to the superiority die roll + your Constitution modifier.


Warlord's Strike. On your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Born Leader

3rd-level Warlord feature


You gain proficiency in the Persusasion and Intimidation skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Battlefield Presence

7th-level Warlord feature


Your leadership and tactical knowledge improves immensely. You learn the following maneuvers in addition to the maneuvers already known to you, and they don't count against the amount of maneuvers you know.


Defensive Repositioning. On your turn, you can use a bonus action and expend one superiority die to switch places with a willing creature within 5 feet of you that isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, both your and the other creature gain a bonus to AC equal to the number rolled.


Tactical Repositioning. On your turn, you can use a bonus action and expend one superiority die to maneuver one of your comrades into a more advantageous position. When you do so, choose a friendly creature who can see or hear you. That creature can use its reaction to move up to its speed without provoking opportunity attacks.

Master of Battle

10th-level Warlord feature


The reputation of your skill and tactical prowess precedes you. When you use a maneuver that affects an allied creature, you can now choose up to two allied creatures, rather than one. In addition, whenever you use a maneuver, you can roll a d6 and use it instead of expending a Superiority die.

Battlefield Bastion

15th-level Warlord feature


Your can now lend your experience and tactical knowledge to others in time of need. When a creature other than you that you can see within 60 feet of you makes an ability check, an attack roll or a saving throw, you can expend a superiority die and use your reaction to add it the roll, potentially turning the roll into a success as you attempt to steer the outcome.

Master of War

18th-level Warlord feature


When you use a maneuver that affects an allied creature, you can now choose up to three allied creatures.

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Maneuvers

The maneuvers are presented in alphabetical order.


Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.


Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.


Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.


Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.


Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.


Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.


Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.


Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.


Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.


Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.


Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.


Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.


Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.


Quick Toss. As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.


Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.


Second Wind. On your turn, you can use a bonus action and expend one superiority die to regain hit points equal to the superiority die roll + your Constitution modifier.


Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.


Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.


Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

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Monk

Level Proficiency Bonus Features Martial Arts Techniques Known Unarmored Movement
1st +2 Fighting Style, Martial Arts, Unarmored Defense 1d6 --- ---
2nd +2 Ki, Unarmored Movement 1d6 3 +10 ft.
3rd +2 Monastic Tradition 1d6 3 +10 ft.
4th +2 Ability Score Improvement 1d6 3 +10 ft.
5th +3 Extra Attack 1d8 4 +10 ft.
6th +3 Ki-Empowered Strikes, Monastic Tradition feature 1d8 4 +15 ft.
7th +3 Evasion 1d8 5 +15 ft.
8th +3 Ability Score Improvement 1d8 5 +15 ft.
9th +4 --- 1d8 6 +15 ft.
10th +4 Mystical Mantra 1d8 6 +20 ft.
11th +4 Monastic Tradition feature 1d10 7 +20 ft.
12th +4 Ability Score Improvement 1d10 7 +20 ft.
13th +5 --- 1d10 8 +20 ft.
14th +5 Diamond Soul 1d10 8 +25 ft.
15th +5 Timeless Body 1d10 9 +25 ft.
16th +5 Ability Score Improvement 1d10 9 +25 ft.
17th +6 Monastic Tradition feature 1d12 9 +25 ft.
18th +6 --- 1d12 10 +30 ft.
19th +6 Ability Score Improvement 1d12 10 +30 ft.
20th +6 Perfect Self 1d12 10 +30 ft.

Monastic Traditions

d8 Tradition
1 Way of the Ascendant Dragon
2 Way of the Astral Self
3 Way of the Kensei
4 Way of the Merciful
5 Way of the Open Hand
6 Way of the Shadow
7 Way of the Voice
8 ---

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Class Features

As a monk, you gain the following class features, which are summarized in the Monk table.

Fighting Style

1st-level monk feature


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

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling

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

Great Weapon Fighting

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

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Temple Warrior

All simple or martial ranged weapons are now monk weapons for you.


In addition, when you hit with an unarmed strike while wielding a monk weapon, you gain a +2 bonus to the damage roll.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.


In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

You can engage in two-weapon fighting with any one-handed melee weapons you are wielding that aren't heavy.


In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Martial Arts

1st-level Monk feature


Your practice of martial arts gives you mastery of deadly combat styles, both unarmed and with monk weapons, which are any melee weapons that lack the heavy property. You can make Martial Arts attacks with unarmed strikes, as well as with monk weapons.


You must meet the following criteria for your Martials Arts:

  • You are unarmed or are wielding only monk weapons.
  • You aren't wearing heavy armor.

If you meet the above criteria, you gain the following benefits:

  • You can use your Dexterity modifier, in place of Strength, for your Martial Arts attack and damage rolls, and any Athletics checks you make to grapple or shove.
  • You can roll your Martial Arts die in place of the normal damage of a Martial Arts attack. This die starts out as a d6 and changes as you gain monk levels, as indicated in the Martial Arts column of the Monk table.
  • When you use your Attack action to make a Martial Arts attack, you can use your bonus action on that same turn to make a single unarmed strike attack.
  • You can take the Dash or Disengage action as a bonus action. When you do so, your jump distance is doubled until the end of your current turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

Unarmored Defense

1st-level Monk feature


While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.

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Ki

2nd-level Monk feature


You learn to manipulate the spiritual energy that resides within you, known as ki. You can draw on your ki to perform supernatural physical feats known as techniques.


Ki Points. Your inner reserve of ki is represented by a pool of ki points. This pool has a total number of ki points equal to your monk level + your Wisdom modifier. You regain expended ki points when you finish a short or long rest, so long as you spent at least 30 minutes of that rest in spiritual meditation.


Techniques Known. You learn three techniques of your choice from the list at the end of this class description. The Monk table shows when you learn more techniques of your choice. Each time you gain a monk level, you can choose a technique you know and replace it with another technique of your choice. If a technique has a monk level prerequisite you can learn that technique at the same time you meet its prerequisite.


Saving Throws. Techniques rely on your mastery of body and spirit, and grow in proportion to your self-control. When a technique requires a saving throw, the saving throw DC is calculated as follows:

Technique Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Unarmored Movement

2nd-level Monk feature


Your speed increases by 10 feet while you aren't wearing armor. You can use a shield and still gain this benefit. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Monastic Tradition

3rd-level Monk feature


When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

4th-level Monk feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Extra Attack

5th-level Monk feature


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

Ki-Empowered Strikes

6th-level Monk feature


Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

7th-level Monk feature


Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Mystical Mantra

10th-level Monk feature


The fruits of your labor are beginning to blossom. Your Dexterity and Wisdom scores increase by 2. Your maximum for those scores is now 22.

Diamond Soul

14th-level Monk feature


Choose one ability score. You gain proficiency in saving throws using the chosen ability. If you already are proficient in the chosen ability, you instead gain advantage on saving throws using the chosen ability.

Timeless Body

15th-level Monk feature


Your ki sustains you so that you suffer none of the frailty of old age, you can't be aged magically, and you no longer need food or water. You can still die of old age, however. Additionally, for every 10 years that pass, your body ages only 1 year.

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Perfect Self

20th-level Monk feature


You have perfected the balance between body and mind, and your Ki flows in abundance. You gain the following benefits:

  • Your Dexterity and Wisdom scores increase by 2. Your maximum for those scores is now 24.
  • When you roll for initiative and you have no ki points remaining, you regain all expended ki points.
  • You can replace any techniques you know with different ones after finishing a long rest.

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Monastic Traditions


Certain traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor multiple traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

Way of the Ascendant Dragon


The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.

Ascendant Dragon Origin
d6 Origin
1 You honed your abilities by aligning your spirit with a dragon's world-altering power.
2 A dragon personally took an active role in shaping your inner energy.
3 You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god.
4 You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6 After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons.

Draconic Disciple

3rd-level Way of the Ascendant Dragon feature


You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:


Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. You must use the new roll.


Draconic Resistance. You gain resistance to one of the following damage types: acid, cold, fire, lightning, or poison. After finishing a long rest, you can change your chosen resistance to another one listed above.


Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.


Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Breath of the Dragon

3rd-level Way of the Ascendant Dragon feature


You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 15-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.


At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.


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

Wings Unfurled

6th-level Way of the Ascendant Dragon feature


When you take the Dash or Disengage action, you can choose to unfurl spectral wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

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Aspect of the Wyrm

11th-level Way of the Ascendant Dragon feature


The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. For the duration, you gain the following benefits:


Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.


Elemental Aura. Your allies within the aura have resistance to the same damage type as your Draconic Resistance.


Once you create this aura, you can't create it again until you finish a long rest, unless you expend 2 ki points to create it again.

Ascendant Aspect

17th-level Way of the Ascendant Dragon feature


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


Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.


Truesight. You gain truesight out to 10 feet. Within that range, you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane.


Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

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Way of the Astral Self


A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.

Arms of the Astral Self

3rd-level Way of the Astral Self feature


Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.


For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.


While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self

6th-level Way of the Astral Self feature


You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.


The spectral visage covers your face like a helmet or mask. You determine its appearance.


While the spectral visage is present, you gain the following benefits.

  • Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
  • Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Body of the Astral Self

11th-level Way of the Astral Self feature


When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.


While the spectral body is present, you gain the following benefits:

  • Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
  • Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

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Awakened Astral Self

17th-level Way of the Astral Self feature


Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.


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

  • Armor of the Spirit. You gain a +2 bonus to Armor Class.
  • Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

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Way of the Kensei


Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.


A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Weapon Stances

3rd-level Way of the Kensei feature


Your special martial arts training leads you to master the use of certain weapon stances. You can enter, switch or leave a stance as a bonus action. You must be wielding a monk weapon to enter or remain in a stance, and your stance ends early if you stop wielding a monk weapon, you die, or you are incapacitated. You do not add your proficiency bonus to your attack rolls while a stance is active. The following stances are available to you:

Mountain Stance

While in this stance, you add your proficiency bonus to your AC and Constitution saving throws.

Water Stance

While in this stance, a creature targeted by your techniques makes its saving throws with disadvantage.

Wind Stance

While in this stance, you add twice your proficiency bonus to the damage rolls of your Martial Arts attacks.

Way of the Brush

3rd-level Way of the Kensei feature


You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

One With The Blade

6th-level Way of the Kensei feature


Your attacks with your monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Blade Flurry

11th-level Way of the Kensei feature


As an action, you can envelop your enemies surrounding you with a flurry of strikes. Each creature within reach of a monk weapon you are wielding must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die.


You can increase the damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by two rolls of your Martial Arts die.

Master of Weapon Stances

17th-level Way of the Shadows feature


Your mastered martial arts training improves your stances even further, giving you the following benefits.

Mountain Stance

While in this stance, you have advantage on Strength, Dexterity or Constitution saving throws.

Water Stance

While in this stance, you can make a Martial Arts attack as a reaction when a hostile creature enters your reach or makes an attack against a creature other than you within your reach.

Wind Stance

While in this stance, when you miss with a Martial Arts attack, you can repeat your attack with advantage against the same target once on each of your turns.

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Way of the Merciful


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


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


The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

Implements of Mercy

3rd-level Way of the Merciful feature


You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.


You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Hands of Mercy

3rd-level Way of the Merciful feature


Your mystical touch can mend or inflict wounds.

  • Hands of Harm. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier.
  • Hands of Healing. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

Physician's Touch

6th-level Way of the Merciful feature


You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.


When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.


When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm

11th-level Way of the Merciful feature


You can now mete out a flurry of comfort and hurt. You can now replace any unarmed strikes with a use of your Hand of Healing or Hand of Harm. If you spend 1 ki point or more as part of your action on your turn, you can use Hand of Healing or Hands of Harm without spending ki points on the same turn.

Hand of Ultimate Mercy

17th-level Way of the Merciful feature


Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to five rolls of your Martial Arts die. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.


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

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Way of the Open Hand


Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Hand Technique

3rd-level Way of the Open Hand feature


You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with an unarmed strike, you can spend 1 ki point to impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

If you spend 1 or more ki points to fuel a technique, you can impose one of the effects without spending additional ki points.

Ebb and Flow

3rd-level Way of the Open Hand feature


You can use your the momentum of your foes against them. When a creature misses you with a melee attack, you can use one of the following reactions:

  • You force it to make a Dexterity saving throw. On a failed save, it is knocked prone and has its speed reduced to 0 until the end of its turn. Creatures at least one size larger than you have advantage on their saving throw.
  • You can make one unarmed strike against the creature.

Wholeness of Body

6th-level Way of the Open Hand feature


You gain the ability to heal yourself. As a bonus action, you can regain hit points equal to five times your monk level. You must finish a long rest before you can use this feature again. Additionally, your fists strike with enough force to disrupt the flow of your foe's Ki. When you score a critical hit with an unarmed strike, the target has disadvantage on any saving throw you force it to make as part of that attack.

Master of Many Forms

11th-level Way of the Open Hand feature


You are able to master new Techniques with ease. Whenever you finish a long rest, you can replace one of the Techniques you know with another Technique of your choice that you meet the prerequisites for.

Grand Master of the Open Hand

17th-level Way of the Open Hand feature


You are an unparalleled master of unarmed martial arts and are able to strike with wondrous speed and overwhelming power. You gain the following benefits:

  • Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are unarmed strikes.
  • When you make an opportunity attack against a creature, you can make two unarmed strikes in place of that attack.
  • When you use Ebb and Flow to make an unarmed strike against a creature, you can make two unarmed strikes.

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Way of the Shadow


Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins.


Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees.


Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Shadow Arts

3rd-level Way of the Shadows feature


You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

Shadow Sight

3rd-level Way of the Shadows feature


You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Shadow Step

6th-level Way of the Shadows feature


You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first Martial Arts attack you make before the end of the turn.

Cloak of Shadows

11th-level Way of the Shadows feature


You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Master of Shadows

17th-level Way of the Shadows feature


You can use your ki to duplicate the effects of certain spells. As an action, you can spend 4 ki points to cast confusion, dimension door, greater invisibility, or shadow of moil, without providing material components.

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Way of the Voice


Monks of the Way of the Voice are practitioners of a lost art of spell casting that harnesses the weave through ki, channeling it through their voices. The first monks that followed this tradition were enslaved by githyanki and their dragons, developing their unique spellcasting through fellow githzerai that were also enslaved.


Their arcane abilities are imitations of gith psionics, enhancing their spellcasting with ki in combination with their martial arts.

Spellcasting

3rd-level Way of the Voice feature


You augment your martial arts with the ability to cast spells. When you gain this feature, choose a spell list from the Bard, Cleric, Druid, Sorcerer, Warlock or Wizard. Each spell available to you comes from your chosen spell list.


Cantrips. You learn two cantrips of your choice from your chosen spell list. You learn an additional cantrip of your choice from the same spell list at 10th, and another at 15th level.


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


Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from your chosen spell list.


The Spells Known column of the Way of the Voice Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells 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.


Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your chosen spell list. The new spell must be of a level for which you have spell slots.


Spellcasting Ability. Your spellcasting ability for these spells depends on the spell list you chose: Charisma for bard, sorcerer or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You use the appropriate ability modifier whenever a spell refers to your spellcasting ability. In addition, you use your the same modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma, Intelligence or Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Charisma, Intelligence or Wisdom modifier
Way of the Voice Spellcasting
Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 3
4th 2 3 3
5th 2 4 3
6th 2 5 4
7th 2 6 4 2
8th 2 7 4 2
9th 2 8 4 2
10th 3 8 4 3
11th 3 9 4 3
12th 3 9 4 3
13th 3 10 4 3 2
14th 3 10 4 3 2
15th 4 11 4 3 2
16th 4 11 4 3 3
17th 4 12 4 3 3
18th 4 12 4 3 3
19th 4 13 4 3 3 1
20th 4 13 4 3 3 1

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Disciple of the Voice

3rd-level Way of the Voice feature


The training that enhances your voices enhances your body as well, giving you the following benefits:

  • Arcane Body. You produce your spells, enhanced by your ki, through your voice. You must speak when you cast any spell with this Spellcasting feature (meaning the spell has an 'V' component when you cast). You can use your body as a spellcasting focus.
  • Arcane Strike. When you damage a target with a Martial Arts attack, you can change the damage type to force, necrotic, psychic or radiant.

Verbal Warfare

6th-level Way of the Voice feature


Whenever you take the Attack action on your turn, you can replace one of those attacks with a cantrip you know.

Thunderous Utterings

11th-level Way of the Voice feature


You can focus your voice into a thunderous shout that sends out devestating shockwaves. As an action, your voice erupts into thunder in a 60-foot cone. Each creature in that cone must succeed on a Constitution saving throw or take 2d12 thunder damage on a failed save, or half as much damage on a successful one.


You can increase the cone's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d12.

Voice of the Oppressed

17th-level Way of the Voice feature


You have mastered your voice, and can use it to negate the abilities of your foes. As an action, you can force a creature within 60 feet of you that can hear you to make a Dexterity saving throw. If it fails, the creature's speed becomes 0, and spells and other magical abilities it has are suppressed for 1 minute, as if it were under the effects of the Antimagic Field spell. On a success, the creature's speed is halved and it suffers no other effects. Once you use this feature, you can't do so again until you finish a long rest, unless you spend 8 ki points to use it again.

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Techniques


The techniques are presented in alphabetical order.

Prerequisite: 2nd-level

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a monk weapon, you gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.


Elemental Attunement. You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Flurry of Blows. When you take the Attack action to make a Martial Arts attack on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.


The amount of attacks increases as you increase in level, to three unarmed strikes at 11th level, and four unarmed strikes at 17th level.


Focused Aim. When you miss with a Martial Arts attack roll, you can spend 1 to 3 ki points to increase your attack roll by +2 for each of these ki points you spend, potentially turning the miss into a hit.


Ki-fueled Strike. If you spend 1 ki point or more as part of your action on your turn, you can make one Martial Arts attack as a bonus action.


The amount of attacks increases as you increase in level, to two at 11th level, and three at 17th level.


Killing Blow. When you reduce a creature within 5 feet of you to 0 hit points, you can spend 1 ki point to gain temporary hit points equal to two rolls of your Martial Arts die.


Mystic Healing. As an action, you can spend 1 ki point to regain hit points equal to one roll of your Martial Arts die + your Wisdom modifier.


Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.


Unbroken Air. You gain a new way to use your unarmed strikes, creating a blast of compressed air that strikes like a mighty fist. When you make an unarmed strike, you can choose to increase its range to 30 feet.


Winding Swings. When you take the Attack action to make a Martial Arts attack on your turn, you can spend 1 ki point to make one Martial Arts attack as a bonus action.


The amount of attacks increases as you increase in level, to two at 11th level, and three at 17th level.

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Prerequisite: 5th-level monk

Arresting Strike. When you hit a creature with a Martial Arts attack, you can spend 1 ki point and force the target to make a Dexterity saving throw. On a failed save, the target's movement speed is reduced to zero and it can't take reactions until the start of your next turn.


Crippling Strike. When you hit a creature with a Martial Arts attack, you can spend 1 ki point and force the target to make a Constitution saving throw. On a failed save, they are blinded, deafened, or muted (your choice) until the start of your next turn. A muted creature can't speak or produce verbal components for spells.


Deflect Missiles. When you are hit by a ranged weapon attack, you can reduce the incoming damage as a reaction by an amount equal to your Martial Arts die per ki point spent. If you reduce the damage to 0 you can choose to catch the projectile if you have a free hand.


If you catch the projectile, you can make a ranged (20/60) Martial Arts attack with the projectile as part of the same reaction. You are proficient with this attack, and the damage equals the damage you prevented.


Dispelling Strike. When you hit a creature with a Martial Arts attack, you can spend 1 ki point and force the target to make a Intelligence saving throw. On a failed save, any spell currently affecting the target ends.


Drunken Strike. When you hit a creature with a Martial Arts attack, you can spend one ki point to gain the benefit of the Disengage action, as well as increasing your walking speed by 10 feet until the end of the current turn.


Elemental Novice. Immediately after you take the Attack action to make a Martial Arts attack on your turn, you can spend 2 ki points to cast burning hands, hold person, or shatter as a bonus action, without providing material components.


You can spend additional ki points to cast these spells as higher level spells. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points that you can spend on the spell equals half your monk level.


Empowered Strike. When you hit a creature with a Martial Arts attack, you can spend 1 ki point and force it to make a Strength saving throw. If it fails, you can push it up to a maximum number of feet equal to five times your Wisdom modifier (minimum of 5 feet), where it falls prone.


Gentling Touch. As an action you can spend 1 ki point and touch a creature, attempting to manipulate their ki to put them to sleep. Roll your Martial Arts die five times. If the target's remaining hit points are less than or equal to the amount you rolled, they fall unconscious for 10 minutes. They wake up if they take damage or another creature uses an action to wake them.


You can expend additional ki to increase the number of Martial Arts dice you roll for this technique. For each extra ki point you spend you can roll two more Martial Arts dice.


Heavy Strike. When you hit a target with a Martial Arts attack, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die.


Improvised Strike. You are adept at fighting with whatever is at hand. You gain proficiency with improvised weapons, they count as Martial Arts attacks for you, and you can use your Dexterity, in place of Strength, for improvised weapon attack and damage rolls.


Opportune Strike. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can spend 1 ki point and use your reaction to make a Martial Arts attack against that creature.


Reaping Strike. When you hit with a Martial Arts attack, you may spend 1 ki point to unsettle or terrify them, forcing them to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.


Shape the Elements. As an action, you can spend 1 ki point to choose an area of ice, earth, lava or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice, lava to earth and vice versa, and you can reshape ice and earth in the area in any manner you choose. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice or earth to trap or injure a creature in the area.


Slowing Strike. When you hit a creature with a Martial Arts attack, you can spend 1 ki point to interfere with the flow of their ki, forcing them to make a Charisma saving throw. On a failed save, the creature suffers the effects of the slow spell until the start of your next turn. You do not need to concentrate on this effect.


Stunning Strike. When you hit a creature with a Martial Arts attack, you can spend 1 ki point to strike them with deadly force, forcing the target to make a Constitution saving throw. On a failed save, the creature is stunned until the beginning of your next turn.


Whirling Strike. As an action, you can spend 1 Ki Point to strike out and force every creature within your reach to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to your Martial Arts die + your Dexterity modifier.

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Prerequisite: 9th-level monk

Deflect Spells. When you are hit by a ranged spell attack, you can reduce the incoming damage as a reaction by an amount equal to your Martial Arts die per ki point spent. If you reduce the damage to 0 you can choose to redirect the spell's projectile if you have a free hand.


If you redirect the projectile, you can make a ranged (20/60) Martial Arts attack with the projectile as part of the same reaction. You are proficient with this attack, and the damage equals the damage you prevented.


Elemental Adept. As an action, you can spend 4 ki points to cast cast call lightning, erupting earth, fly, fireball, or gaseous form, without providing material components.


You can spend additional ki points to cast these spells as higher level spells. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points that you can spend on the spell equals half your monk level.


Indomitable Spirit. You can draw upon your ki to find success in times of great need. When you fail an ability check or a saving throw, you can spend 1 to 3 ki points to increase your roll by +2 for each of these ki points you spend, potentially turning the failure into a success.


Heavenly Step. You can move along vertical surfaces, across liquids, and upside down on ceilings without falling during the move.


If you end your movement on a vertical surface, liquid, or upside down on a ceiling, you can spend 1 ki point to remain in place without falling until the beginning of your next turn.


Sharpen the Blade. You gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one monk weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent.


This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.


Slow Fall. You can spend 1 ki point as a reaction to reduce any falling damage you take to 0.


Tipsy Sway. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed, and when a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

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Prerequisite: 13th-level monk

Armor of the Ascetic. You exude an aura of peace. At the end of each long rest, you gain the effects of sanctuary, which lasts until the start of your next long rest. The spell can end early as normal.


Additionally, you can spend 1 ki to cast sanctuary normally.


Drunkard's Luck. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.


Elemental Master. As an action, you can spend 4 ki points to cast cast cone of cold, stoneskin, wall of fire, or wall of stone, without providing material components.


You can spend additional ki points to cast these spells as higher level spells. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points that you can spend on the spell equals half your monk level.


Empty Body. As a bonus action on your turn, you can spend 4 ki points to become invisible for 1 minute. While invisible in this way, you gain resistance to all damage except for force damage.


Mastery of Death. When you are reduced to 0 hit points, you can expend 4 ki points (no action required) to have 1 hit point instead.


Purity of Body and Mind. Your mastery of the ki flowing through you, as well as your sense of self and strength of your will are unshakable. You are immune to disease, as well as to being charmed, frightened, petrified, or poisoned.


Strike of Seven Thousand Fists. You gain the ability to make an overwhelming number of attacks against a group of enemies. When you take the Attack action to make a Martial Arts attack on your turn, you can expend 1 ki point to make any number of Martial Arts attacks as a bonus action, provided that each attack targets a different creature this turn. Each creature takes additional damage equal to one roll of your Martial Arts die.


Tongue of Sun and Moon. You can touch the ki of other minds and communicate with any creature that speaks language. Creatures that speak no languages can communicate and understand simple ideas.

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Prerequisite: 18th-level monk

Awaken the Third Eye. You can open your mind to the ki that flows through all living things, allowing you to predict the actions of creatures before they happen. You can expend 8 ki points to cast foresight, targeting only yourself.


Ethereal Mind. You can leave your body behind to become part of the Ether. You can spend 8 ki points to cast astral projection, without needing material components. When you do so, you target only yourself and can't take other creatures with you.


Quivering Palm. When you hit a creature with a Martial Arts attack, you can spend 8 ki points to infuse their spirit with imperceptible vibrations, which last for a maximum number of days equal to your monk level. So long as you and the creature are on the same plane of existence, you can use your action to end these vibrations and force the target to make a Constitution saving throw. It is reduced to 0 hit points on a failed save and takes 10d10 necrotic damage on a successful one.


You can have only one creature under the effect of this feature at a time and using this feature on another target harmlessly ends the effects on any other creatures.


Searing Sunburst. You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.


Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take radiant damage equal to two rolls of your Martial Arts die per ki point spent, up to maximum amount of ki points equal to half your monk level (rounded up). A creature doesn't need to make the save if the creature is behind total cover that is opaque.


Sun Shield. You can become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.


If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals two rolls of your Martial Arts die per ki point spent, up to maximum amount of ki points equal to half your monk level (rounded up).


Touch of the Long Death. Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

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Rogue

Level Proficiency Bonus Features Rage
1st +2 Fighting Style, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action, Steady Aim 1d6
3rd +2 Roguish Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Silent Movement 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype feature 7d6
14th +5 Use Magic Device 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Roguish Reflexes 10d6

Roguish Archetypes

d8 Archetype
1 Arcane Trickster
2 Infiltrator
3 Mastermind
4 Phantom
5 Ruffian
6 Scout
7 Soulknife
8 Swashbuckler

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Class Features

As a rogue, you gain the following class features, which are summarized in the Rogue table.

Fighting Style

1st-level Rogue feature


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

Archery

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

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling

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

Roguish Warrior

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.


In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

You can engage in two-weapon fighting with any one-handed melee weapons you are wielding that aren't heavy.


In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Sneak Attack

1st-level Rogue feature


You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

1st-level Rogue feature


During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

2nd-level Rogue feature


Your steady hand, quick thinking and agility allow you to move and act quickly, gaining the following options for your bonus action:

  • You can take the Dash, Disengage, Hide or Use an Object action.
  • You can make a Dexterity (Sleight of Hand) check, and you can use your thieves' tools to disarm a trap or open a lock.

Steady Aim

2nd-level Rogue feature


As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

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Roguish Archetype

3rd-level Rogue feature


You choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

4th-level Rogue feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 10th, 12th, 16th, and 19th level.

Uncanny Dodge

5th-level Rogue feature


When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Silent Movement

6th-level Rogue feature


You have advantage on Dexterity (Stealth) checks if you move no more than half your speed on your turn.

Evasion

7th-level Rogue feature


You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

11th-level Rogue feature


You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Use Magic Device

14th-level Rogue feature


You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Slippery Mind

15th-level Rogue feature


You have acquired greater mental strength. You gain proficiency in Wisdom saving throws. If you are already proficient in Wisdom saving throws, you instead become proficient in Charisma or Strength saving throws

Elusive

18th-level Rogue feature


You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Roguish Reflexes

20th-level Rogue feature


You have become adept at laying ambushes, quickly escaping danger, and succeeding when you need to. You gain the following benefits:

  • You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
  • If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. You can use this feature a number of times equal to your proficiency modifier, and you regain all uses when you finish long rest.

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Roguish Archetypes


Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Arcane Trickster


Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Arcane Trickster Features
Rogue Level Feature
3rd Mage Hand Legerdemain, Spellcasting
9th Magical Ambush
13th Versatile Trickster
17th Spell Thief

Mage Hand Legerdemain

3rd-level Arcane Trickster feature


When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Spellcasting

3rd-level Arcane Trickster feature


You augment your roguish traits with the the ability to cast spells. When you gain this feature, choose a spell list from the Bard, Cleric, Druid, Sorcerer, Warlock or Wizard. Each spell available to you comes from your chosen spell list.


Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from your chosen spell list. You learn another cantrip of your choice from your chosen spell list at 10th level.


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


Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from your chosen spell list.


The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells 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.


Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your chosen spell list. The new spell must be of a level for which you have spell slots.


Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your Arcane Trickster spells.


Spellcasting Ability. Your spellcasting ability for these spells depends on the spell list you chose: Charisma for bard, sorcerer or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You use the appropriate ability modifier whenever a spell refers to your spellcasting ability. In addition, you use the same modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma, Intelligence or Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Charisma, Intelligence or Wisdom modifier

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Arcane Trickster Spellcasting
Rogue level Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 2 3
4th 3 3 3
5th 3 4 3
6th 3 5 4
7th 3 6 4 2
8th 3 7 4 2
9th 3 8 4 2
10th 4 8 4 3
11th 4 9 4 3
12th 4 9 4 3
13th 4 10 4 3 2
14th 4 10 4 3 2
15th 4 11 4 3 2
16th 4 11 4 3 3
17th 4 12 4 3 3
18th 4 12 4 3 3
19th 4 13 4 3 3 1
20th 4 13 4 3 3 1

Magical Ambush

9th-level Arcane Trickster feature


If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

13th-level Arcane Trickster feature


You gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

17th-level Arcane Trickster feature


You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.


Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.


You can use this ability a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest.

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Infiltrator


You focus your training on the art of infiltration, thievery, espionage or assassination. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, thieves, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Infiltrator Features
Rogue Level Feature
3rd Assassinate, Bonus Proficiencies
9th Infiltration Expertise
13th Imposter
17th Death Strike

Assassinate

3rd-level Infiltrator feature


You are at your deadliest when you get the drop on your enemies. You gain the following benefits:

  • You can add your proficiency bonus to your intitiative rolls, and you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
  • Any hit you score against a creature that is surprised or incapacitated is a critical hit.

Bonus Proficiencies

3rd-level Infiltrator feature


You gain proficiency with the disguise kit and the poisoner's kit. Your proficiency bonus is doubled for any ability check that uses either of those proficiencies.

Infiltration Expertise

9th-level Infiltrator feature


You know how to slip past unnoticed to enter restricted areas or to avoid unwanted attention. You gain the following benefits.

  • If you move no more than half your speed on your turn while hidden, you can move in plain sight and stay hidden as long as you end your movement in a spot of out sight.
  • You gain a climbing speed equal to your walking speed, and when you make a running jump, the distance you would cover normally doubles.

Imposter

13th-level Infiltrator feature


You gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.


Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.


In addition, you can unfailingly create false identities for yourself and your allies. You can create an amount of false identities equal to your proficiency modifier. You must spend seven days and a sum of 25 gp per identity to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.


Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Death Strike

17th-level Infiltrator feature


You become a master of instant death. Your Sneak Attack dice become d8s instead of d6s.

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Mastermind


As an archetypal Mastermind, you excel at rooting out secrets and unraveling mysteries. Your focus is on people and on the influence and secrets they have. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent.


You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. Many Inquisitors, guards, detectives, spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Mastermind Features
Rogue Level Feature
3rd Bonus Proficiencies, Master of Intrigue, Master of Tactics
9th Insightful Manipulator
13th Master of Misdirection
17th Soul of Deceit

Bonus Proficiencies

3rd-level Mastermind feature


You gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Master of Intrique

3rd-level Mastermind feature


You have eye and ear open for detail, deceit and intrigue. You gain the following benefits.

  • You can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
  • You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Master of Tactics

3rd-level Mastermind feature


You can use the Help action as a bonus action, and when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.


In addition, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.


This benefit lasts for 1 minute or until you successfully use this feature against a different target.


Starting at 9th level, a creature affected this ability this ability takes an additional 1d6 Sneak attack damage. The additional damage increases to 2d6 at 13th level, and 3d6 at 17th level.

Insightful Manipulator

9th-level Mastermind feature


Whenever you make a Wisdom (Insight) check, treat a roll of 9 or lower on the d20 as an 10, and you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.


In addition, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

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Master of Misdirection

13th-level Mastermind feature


You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.


In addition, your senses are almost impossible to foil. As a bonus action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.


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

Soul of Deceit

17th-level Mastermind feature


Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.


Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

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Phantom


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


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

Phantom Features
Rogue Level Feature
3rd Whispers of the Dead, Wails from the Grave
9th Tokens of the Departed
13th Ghost Walk
17th Death's Friend

Whispers of the Dead

3rd-level Phantom feature


Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave

3rd-level Phantom feature


As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.


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

Tokens of the Departed

9th-level Phantom feature


When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.


You can use soul trinkets in the following ways:

  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
  • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Ghost Walk

13th-level Phantom feature


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


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

Death's Friend

17th-level Phantom feature


Your association with death has become so close that you gain the following benefits:

  • When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.
  • At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.

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Ruffian


Not all rogues rely on stealth and deception to defeat their foes. Ruffians are the rogues who like to face their enemies directly, and strive to overcome them with devastating blows and ruthless combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.

Ruffian Features
Rogue Level Feature
3rd Brute, Shake Down
9th Imposing Glance
13th Dodge and Counter
17th Ruthless Strike

Brute

3rd-level Brute feature


You use tricks not often employed by rogues. When you adopt this Archetype at 3rd level, you gain the features below:

  • You can use your Sneak Attack with any weapon in which you are proficient, including unarmed strikes.
  • You can use the bonus action granted by Cunning Action to make a grapple attack against a creature within reach.
  • You can use your Strength, instead of Dexterity, to calculate your Armor Class while unarmored, in light and medium armor.

Shake Down

3rd-level Brute feature


Your work requires skills that you have become particularly reliable in employing. You gain proficiency in Athletics and Intimidation. Additionally, when you make a Strength (Athletics), or a Charisma (Intimidation) check, you can treat a roll of 9 or lower on the d20 as an 10.

Imposing Glance

9th-level Brute feature


Your glance strikes fear into the hearts of the weak. Starting at 9th level, you can use a bonus action to make a Charisma (Intimidation) check targeting a creature within 30 feet that can see you, contested by the its Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against it before the start of your next turn.


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.


In addition, fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. You gain immunity to the frightened condition.

Dodge and Counter

13th-level Brute feature


You can redirect the force of your enemies' blows against them. As a reaction, when a creature that is one size larger then you or smaller misses you with a melee attack, you can force the creature to make a Dexterity saving throw. (Save DC is equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, it is knocked prone and has its speed reduced to zero until the end of your next turn, or it is grappled by you (your choice).


You must have at least one free hand at the time of this reaction in order to grapple a creature with this feature.

Ruthless Strike

17th-level Ruffian feature


You can combine a creature's fear with your deadly attacks to strike with ruthless efficiency. Beginning at 17th level, when you hit a creature that is frightened of you with a weapon attack or unarmed strike that includes your Sneak Attack damage, your attack becomes an automatic critical hit.


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.

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Scout


You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.

Scout Features
Rogue Level Feature
3rd Skirmisher, Survivalist
9th Superior Survivalist
13th Ambush Master
17th Sudden Strike

Skirmisher

3rd-level Scout feature


You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.


In addition, you don't need advantage on your attack roll to use sneak attack against a creature if you have moved at least 10 feet since the start of your last turn, and you don't have disadvantage on your attack roll. All the other rules for Sneak attack still apply to you.

Survivalist

3rd-level Scout feature


You gain proficiency in the Stealth, Nature and Survival skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Survivalist

9th-level Scout feature


You gain a swimming and climbing speed equal to your walking speed, and your walking speed increases by 10 feet.


In addition, when you make a Dexterity (Stealth), Intelligence (Nature), or Wisdom (Survival) check, you can treat a roll of 9 or lower on the d20 as an 10.

Ambush Master

13th-level Scout feature


You excel at leading ambushes and acting first in a fight.


You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike

17th-level Scout feature


You can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as part of the same action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

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Soulknife


Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.


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


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

Soulknife Features
Rogue Level Feature
3rd Psionic Power, Psychic Blades
9th Soul Blades
13th Psychic Veil
17th Rend Mind

Psionic Power

3rd-level Soulknife feature


You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.


Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.


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


The powers below use your Psionic Energy dice.

  • Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
  • Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Psychic Blades

3rd-level Soulknife feature


You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade.


This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.


After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it.

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Soul Blades

9th-level Soulknife feature


Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

  • Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
  • Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Psychic Veil

13th-level Soulknife feature


You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.


Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

Rend Mind

17th-level Soulknife feature


You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.

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Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.


A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Swashbuckler Features
Rogue Level Feature
3rd Effortless Grace, Rakish Audacity
9th Panache
13th Elegant Maneuver
17th Master Duelist

Effortless Grace

3rd-level Swashbuckler feature


Your skill with the blade surpasses mere fundamentals. You gain the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • While you are wielding a melee weapon and have a free hand, you can treat the weapon’s reach as 5 feet longer.
  • You can move through the spaces of other creatures, and doing so doesn't count as difficult terrain.

Rakish Audacity

3rd-level Swashbuckler


Your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.


You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache

9th-level Swashbuckler feature


Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.


If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.


If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver

13th-level Swashbuckler feature


You can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.


In addition, if you miss with an attack roll, you can roll it again with advantage. 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.

Master Duelist

17th-level Swashbuckler feature


When you hit a creature with a melee weapon attack, the minimum roll needed to score a critical hit against it with subsequent melee weapon attacks decreases by 1, to no lower than 15. This effect ends after you score a critical hit, combat ends, or you attack a different creature.

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Half-caster Classes

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Artificer

Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting 2 2
2nd +2 Infuse Items 4 2 2 2
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3
4th +2 Ability Score Improvement 4 2 2 3
5th +3 Artificer Specialist Feature 4 2 2 4 2
6th +3 Tool Expertise 6 3 2 4 2
7th +3 Flash of Genius 6 3 2 4 3
8th +3 Ability Score Improvement 6 3 2 4 3
9th +4 Artificer Specialist Feature 6 3 2 4 3 2
10th +4 Magic Item Adept 8 4 3 4 3 2
11th +4 Spell-Storing Item 8 4 3 4 3 3
12th +4 Ability Score Improvement 8 4 3 4 3 3
13th +5 8 4 3 4 3 3 1
14th +5 Magic Item Savant 10 5 4 4 3 3 1
15th +5 Artificer Specialist Feature 10 5 4 4 3 3 2
16th +5 Ability Score Improvement 10 5 4 4 3 3 2
17th +6 10 5 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

Artificer Specialties

d4 Specialities
1 Alchemist
2 Armorer
3 Artillerist
4 Battle Smith

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Class Features

As an artificer, you gain the following class features, which are summarized in the Artificer table.

Magical Tinkering

1st-level artificer feature


You learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.


You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.


You can also spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Spellcasting

1st-level artificer feature


You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.


After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.


When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

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Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item

2nd-level artificer feature


You gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.


Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).


Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.


You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.


If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Specialist

3rd-level artificer feature


You choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you additional features at 5th level and again at 9th and 15th level.

The Right Tool for the Job

3rd-level artificer feature


You learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

4th-level artificer feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Tool Expertise

6th-level artificer feature


Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

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Flash of Genius

7th-level artificer feature


You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.


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

Artificer Specialist Feature

9th-level artificer feature


You gain a feature granted by your Artificer Specialist choice.

Magic Item Adept

10th-level artificer feature


You achieve a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Spell-Storing Item

11th-level artificer feature


You learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).


While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant

14th-level artificer feature


Your skill with magic items deepens more:

  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Magic Item Master

18th-level artificer feature


You can now attune to up to six magic items at once.

Soul of Artifice

20th-level artificer feature


You develop a mystical connection to your magic items, which you can draw on for protection:

  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

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Artificer Specialists

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Alchemist Features
Artificer Level Feature
3rd Tool Proficiency, Alchemist Spells, Experimental Elixir
5th Alchemical Savant
9th Restorative Reagents
15th Chemical Mastery

Tool Proficiency

3rd-level Alchemist feature


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

Alchemist Spells

3rd-level Alchemist feature


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

Artificer Level Spell
3rd healing word, ray of sickness
5th flaming sphere, melf's acid arrow
9th gaseous form, mass healing word
13th blight, death ward
17th cloudkill, raise dead

Experimental Elixir

3rd-level Alchemist feature


Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.


Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.


When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.


You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savant

5th-level Alchemist feature


You have developed masterful command of magical chemicals, enhancing the healing and damage you create through them.


Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell.


That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

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Restorative Reagents

9th-level Alchemist feature


You can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

15th-level Alchemist feature


You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

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Armorer

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

Armorer Features
Artificer Level Feature
3rd Tools of the Trade, Armorer Spells, Arcane Armor, Armor Model
5th Extra Attack
9th Armor Modifications
15th Perfected Armor

Tools of the Trade

3rd-level Armorer feature


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

Armorer Spells

3rd-level Armorer feature


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

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

Arcane Armor

3rd-level Armorer feature


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


You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

3rd-level Armorer feature


You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.


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


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

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

  • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. 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.

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

  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Extra Attack

5th-level Armorer feature


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

Armor Modifications

9th-level Armorer feature


You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon.


Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Armor

15th-level Armorer feature


Your Arcane Armor gains additional benefits based on its model, as shown below.


Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.


Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

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Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many worlds. And when war passes, some members of this specialisation seek to build a more peaceful world by using their powers to fight the resurgence of strife.

Artillerist Features
Artificer Level Feature
3rd Artillerist Spells, Eldritch Cannon, Tool Proficiency
5th Arcane Firearm
9th Explosive Cannon
15th Fortified Position

Artillerist Spells

3rd-level Artillerist feature


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

Artificer Level Spell
3rd shield, thunderwave
5th scorching ray, shatter
9th fireball, wind wall
13th ice storm, wall of fire
17th cone of cold, wall of force
Eldritch Cannons Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Eldritch Cannon

3rd-level Artillerist feature


You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.


Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.


The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.


When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Tool Proficiency

3rd-level Artillerist feature


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

Arcane Firearm

5th-level Artillerist feature


You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.


You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

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Explosive Cannon

9th-level Artillerist feature


Every eldritch cannon you create is now more destructive:

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

15th-level Artillerist feature


You're a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

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Battle Smith

Armies require protection, and someone has to put things back together if defenses should fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repaing bother material and personnel. To aid in their work, Battle Smith's are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

Battle Smith Features
Artificer Level Feature
3rd Tool Proficiency, Battle Smith Spells, Battle Ready, Steel Defender
5th Extra Attack
9th Arcane Jolt
15th Improved Defender

Steel Defender

3rd-level Battle Smith feature


Your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.


In combat, the defender 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 defender can take any action of its choice, not just Dodge.


If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.


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


Steel Defender

Medium construct


  • Armor Class 15 (natural armor)
  • Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Saving Throws Dex +1 plus PB, Con +2 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus PB x 2
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Challenge ---
  • Proficiency Bonus (PB) equals your bonus

  • Vigilant. The defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see within 5 feet of it, provided the attack roll is against a creature other the defender.

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Battle Smith Spells

3rd-level Battle Smith feature


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

Artificer Level Spell
3rd heroism, shield
5th branding smite, warding bond
9th aura of vitality, conjure barrage
13th aura of purity, fire shield
17th banishing smite, mass cure wounds

Battle Ready

3rd-level Battle Smith feature


Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Tool Proficiency

3rd-level Battle Smith feature


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

Extra Attack

5th-level Battle Smith feature


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

Arcane Jolt

9th-level Battle Smith feature


You learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Defender

15th-level Battle Smith feature


Your Arcane Jolt and steel defender have become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

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Infusions

The maneuvers are presented in alphabetical order.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer, a suit of armor (requires attunement)


The wearer of this armor gains these benefits:

  • The wearer's walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Armor of Magical Strength

Prerequisite: A suit of armor (requires attunement)


This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Boots of the Winding Path

Prerequisites: 6th-level artificer, a pair of boots (requires attunement)


While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus

Prerequisite: A rod, staff, or wand (requires attunement)


While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.


The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense

Prerequisite: A suit of armor or a shield


A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.


The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Prerequisite: A simple or martial weapon


This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Helm of Awareness

Prerequisites: 10th-level artificer, a helmet (requires attunement)


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

Homunculus Servant

Prerequisite: A gem or crystal worth at least 100 gp


You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.


You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.


The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.


In combat, the homunculus 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 homunculus can take any action of its choice, not just Dodge.


The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space. If you or the homunculus dies, it vanishes, leaving its heart in its space.

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Homunculus Servant

Tiny construct


  • Armor Class 15 (natural armor)
  • Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of hit dice [d4s] equal to your artificer level)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Dex +4
  • Skills Perception +0 + PB x 2, Stealth +2 plus PB
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Challenge ---
  • Proficiency Bonus (PB) equals your bonus

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Mind Sharpener

Prerequisite: A suit of armor or robes


The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Radiant Weapon

Prerequisites: 6th-level artificer, a simple or martial weapon (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.


The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Repeating Shot

Prerequisite: A simple or martial weapon with the ammunition property (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.


If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.


In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

Artificer Level Replicable Items Attunement
2nd Alchemy jug No
2nd Bag of holding No
2nd Cap of water breathing No
2nd Goggles of night No
2nd Rope of climbing No
2nd Sending stones No
2nd Wand of magic detection No
2nd Wand of secrets No

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Artificer Level Replicable Items Attunement
6th Boots of elvenkind No
6th Cloak of elvenkind Yes
6th Cloak of the manta ray No
6th Eyes of charming Yes
6th Gloves of thievery No
6th Lantern of revealing No
6th Pipes of haunting No
6th Ring of water walking No
Artificer Level Replicable Items Attunement
10th Boots of striding and springing Yes
10th Boots of the winterlands Yes
10th Bracers of archery Yes
10th Brooch of shielding Yes
10th Cloak of protection Yes
10th Eyes of the eagle Yes
10th Gauntles of ogre power Yes
10th Gloves of missile snaring Yes
10th Gloves of swimming and climbing Yes
10th Hat of disguise Yes
10th Headband of intellect Yes
10th Helm of telepathy Yes
10th Medallion of thoughts Yes
10th Necklace of adaption Yes
10th Periapt of wound closure Yes
10th Pipes of the sewers Yes
10th Quiver of Ehlonna No
10th Ring of jumping Yes
10th Ring of mind shielding Yes
10th Slippers of spider climbing Yes
10th Winged boots Yes
Artificer Level Replicable Items Attunement
14th Amulet of health Yes
14th Belt of giant strength Yes
14th Boots of levitation Yes
14th Boots of speed Yes
14th Bracers of defense Yes
14th Cloak of the bat Yes
14th Dimensional shackles Yes
14th Gem of seeing Yes
14th Horn of blasting Yes
14th Ring of free action Yes
14th Ring of protection Yes
14th Ring of the ram Yes

Repulsion Shield

Prerequisites: 6th-level artificer, a shield (requires attunement)


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


The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

Prerequisites: 6th-level artificer, a suit of armor (requires attunement)


While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Prerequisite: a simple or martial weapon with the thrown property


This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Spell-Refueling Ring

Prerequisites: 6th-level artificer, a ring (requires attunement)


While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Contents

Magus

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Arcane Guard, Spellsight
2nd +2 Fighting Style, Spellcasting, Spellstrike 2
3rd +2 Esoteric Order 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aegis 4 2
7th +3 Esoteric Order feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 --- 4 3 2
10th +4 Spellsunder 4 3 2
11th +4 Arcane Strikes 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 --- 4 3 3 1
14th +5 Greater Aegis 4 3 3 1
15th +5 Esoteric Order feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 --- 4 3 3 3 1
18th +6 Greater Spellsunder 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Esoteric Order feature 4 3 3 3 2

Esoteric Orders

d6 Order
1 Order of Arcanists
2 Order of Arcane Archer
3 Order of Blade Dancers
4 Order of the Eclipse
5 Order of Scales
6 Order of Spellbreakers

Contents

Magus Spell List


Whenever you learn a magus spell, consult the list of spells below. They are organized by spell level, not character level. All spells below are from the Player's Handbook, Xanathar's Guide to Everything*, or Tasha's Cauldron of Everything**.


Spells compatible with Spellstrike are marked with an (s).

1st-Level

  • absorb elements*
  • armor of agathys
  • burning hands (s)
  • caustic brew (s)**
  • chromatic orb (s)*
  • color spray (s)
  • detect magic
  • earth tremor (s)*
  • expeditious retreat
  • faerie fire (s)
  • false life
  • feather fall
  • fog cloud
  • grease (s)
  • hellish rebuke
  • ice knife (s)*
  • identify
  • inflict wounds (s)
  • jump
  • mage armor
  • magic missile (s)
  • protection from good & evil
  • ray of sickness (s)
  • shield
  • sleep (s)
  • thunderwave (s)
  • witch bolt (s)
  • zephyr strike*
2nd-Level

  • acid arrow (s)
  • arcane scorcher (s)*
  • blindness/deafness (s)
  • blur
  • cloud of daggers (s)
  • darkness
  • darkvision
  • earthen grasp (s)*
  • enlarge/reduce (s)
  • hold person (s)
  • invisibility
  • knock
  • levitate (s)
  • locate object
  • magic weapon
  • mirror image
  • misty step
  • protection from poison
  • ray of enfeeblement (s)
  • scorching ray
  • see invisibility
  • shatter (s)
  • snowball swarm (s)*
  • spider climb
3rd-Level

  • counterspell
  • dispel magic
  • elemental weapon
  • erupting earth (s)*
  • fireball (s)
  • fly
  • haste
  • lightning bolt (s)
  • magic circle
  • protection from energy
  • sleet storm
  • slow (s)
  • tidal wave (s)*
  • tiny hut
  • thunder step*
  • vampiric touch (s)
  • wall of sand*
  • wall of water*
  • wind wall
4th-Level

  • banishment (s)
  • death ward
  • dimension door
  • elemental bane (s)*
  • fire shield
  • freedom of movement
  • greater invisibility
  • ice storm (s)
  • locate creature
  • polymorph (s)
  • resilient sphere (s)
  • sickening radiance (s)*
  • stoneskin
  • vitriolic sphere (s)*
  • wall of fire
  • watery sphere (s)*
5th-Level

  • animate objects
  • arcane hand
  • cone of cold (s)
  • contact other plane
  • contagion (s)
  • dispel evil & good (s)
  • far step*
  • hold monster (s)
  • immolation (s)*
  • legend lore
  • scrying
  • steel wind strike*
  • teleportation circle
  • wall of force
  • wall of stone

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Class Features

As a magus, you gain the following class features, which are summarized in the Magus table.

Arcane Guard

1st-level Magus feature


You arcane prowess defends yourself and others from harm. Your arcane guard is an energy pool that replenishes when you take a long rest. With that pool, you can create a total number of temporary hit points equal to your magus level × 5.


As an action, you can touch a creature and draw power from the pool to grant a number of temporary hit points to that creature, up to the maximum amount remaining in your pool.


Alternatively, you can expend 5 temporary hit points from your pool of shielding to neutralize one of the following conditions currently affecting the creature: charmed, paralyzed, petrified, or stunned. You can dispel multiple effects with a single use of Arcane Guard, expending temporary hit points separately for each one.

Spellsight

1st-level Magus feature


You have honed your senses to notice subtle signs of magic in the world around you. Beginning at 1st level, you can use an action to open your senses, as if you had cast detect magic. Unlike detect magic, your Spellsight only lasts for 1 round.


If there is a creature within range of your Spellsight, you can choose to focus your senses on it, excluding everything else. You learn the creature's spellcasting ability (if it has one) and the level of the highest spell it can cast. If the creature is hidden from divination magic, it appears as non-magical.


You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Fighting Style

2nd-level Magus feature


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

Arcane Warrior

You learn two cantrips of your choice from the wizard spell list. They count as magus spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness.


Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

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

Dueling

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

Great Weapon Fighting

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

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Two-Weapon Fighting

You can engage in two-weapon fighting with any one-handed melee weapons you are wielding that aren't heavy.


In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Spellcasting

2nd-level Magus feature


As a practicioner of arcane magic, you imbue your martial prowess with spells.

Spell Slots

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


For example, if you know the spell thunderwave and have a 1st and 2nd-level spell slot, you can cast it using either slot.

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Order Spells

Each Esoteric Order has a list of Order Spells that you learn at the magus levels noted in your Order's description. These Order Spells count as magus spells for you, but they do not count against your total number of magus Spells Known.

Preparing and Casting Spells

The Magus table shows how many spell slots you have to cast your magus spells. To cast one of your magus spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of magus spells that are available for you to cast, choosing from the magus spell list. When you do so, choose a number of magus spells equal to your Intelligence modifier + half your magus level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you are a 5th-level magus, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of magus spells requires time spent meditating: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your magus spells, as you commit magic to memory. You use Intelligence when a spell refers to your spellcasting ability, and when you set a saving throw DC or make an attack roll for a magus spell.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Spellcasting Focus

You can use any simple or martial weapon as your spellcasting focus for your magus spells.

Spellstrike

2nd-level Magus feature


You can blend your arcane and martial skills in ways unique to the magi. As a bonus action, while you hold a melee weapon, you can expend a spell slot to cast a magus spell of 1st-level or higher, imbuing it in your weapon, so long as the spell meets the following requirements:

  • The spell must have a casting time of one action.
  • The spell must require a single attack roll, force a saving throw, or effect a number of hit points worth of creatures.

The first time you hit a creature with a weapon imbued with a spell, the target of the attack becomes the target of the imbued spell along with the weapon's normal damage.


If you imbue a weapon with a spell that targets an area, only the creature hit by the weapon suffers the spell's effect. If the spell requires a saving throw, the creature makes the saving throw with disadvantage when hit by the attack.


Each weapon can bear a single spell. Imbuing another spell into that weapon dispels any previous spell. Spells imbued in a weapon are consumed on hit. Unused spells dispel at the end of your next long rest.

Esoteric Order

3rd-level Magus feature


You choose an Esoteric Order that best represents the arcane and martial training of your Magus, granting you features when you adopt it 3rd level, and again when you reach 7th, 15th, and 20th level.

Ability Score Improvement

4th-level Magus feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

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Extra Attack

5th-level Magus feature


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

Aegis

6th-level Magus feature


You learn to produce an Aegis, a protective weave of arcane power that disrupts incoming spells. As a reaction when you take damage from a spell or another magical effect, you can spend a spell slot to reduce the damage. The damage is reduced by 1d8 + your Intelligence modifier for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.


If you use your Aegis to reduce the damage of an incoming spell or magical effect to zero, the entire effect is immediately dispelled and doesn't take effect on you, or any other creature that may have been targeted by the spell or effect.

Spellsunder

10th-level Magus feature


You can empower the weapons you wield with powerful abjuration magic. When you hit a creature or object that is under the effects of a spell or attack a spell directly (such as an unseen servant or tiny hut), you can attempt to dispel the spell as if you cast dispel magic at a level equal to your highest level magus spell slot.


You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses remaining you can expend a spell slot of any level to use it again.

Arcane Strikes

11th-level Magus feature


Your attacks are imbued with arcane power. When you hit a creature with a weapon attack, you deal an additional 1d8 damage to the target. This damage must be of a type dealt by a magus spell you know.

Greater Aegis

14th-level Magus feature


When you empower your Aegis with a spell slot of 2nd-level or higher and reduce the damage of an incoming spell or effect to zero, you regain an expended spell slot. The spell slot you regain must be of a level lower than the spell slot you expended to empower your Aegis.

Greater Spellsunder

18th-level Magus feature


Your magic can cut through the most powerful arcane spells. When you attack a spell directly with Spellsunder (such as a resilient sphere or wall of force), you dispel the spell automatically as if it had been targeted by a disintegrate spell.

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Esoteric Orders


Magi are defined by the Order they join, defining your approach towards the arcane. Here are Order options you can choose from at 3rd level.

Order of Arcanists


Magi who join the Order of Arcanists often serve wizards and other learned practitioners of the arcane. While most magi only study magic for use in combat, those who join this Order are interested in more specialised uses of the arcane, putting their focus on a single magic school to aid them in their quest for knowledge.

Order of Arcanists Features
Magus Level Feature
3rd Arcanist Spells, Sculpt Spells, Student of the Arcane
7th Arcane Recovery
15th Esoteric Arcana
20th Grand Arcanist

Arcanist Spells

3rd-level Order of Arcanists feature


Whenever you gain a level in this class, you can replace one spell from this feature with a wizard spell of the same level.

Magus Level Spell
3rd identify, find familiar
5th nystul's magic aura, rope trick
9th clairvoyance, tiny servant
13th arcane eye, private sanctum
17th passwall, scrying

Sculpt Spells

3rd-level Order of Arcanists feature


You can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Student of the Arcane

3rd-level Order of Arcanists feature


You gain an increased knowledge of the arcane traditions you study. You gain the ability to cast any magus spell you know as a ritual so long as that spell has the ritual tag.


Additionally, you are expertly trained in a specific school of magic, owing to the depth and focus of your training. Choose one of the following schools of magic.


Abjuration. When you choose this school, you learn the blade ward cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast blade ward, you can extend the duration to 1 minute while concentrating on it.


Conjuration. When you choose this school, you learn the sword burst cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast sword burst, you can extend the duration to 1 minute while concentrating on it.


Divination. When you choose this school, you learn the true strike cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast true strike, you don't need to concentrate on it.


Enchantment. When you choose this school, you learn the mind sliver cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast mind sliver, the target also becomes charmed of you until the end of your next turn if it fails the Intelligence saving throw.


Evocation. When you choose this school, you learn the green-flame blade cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast green-flame blade, you can add your spellcasting ability modifier to the initial attack as well.


Illusion. When you choose this school, you learn the minor butterfly blade cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast butterfly blade, any creature making a melee attack against you while the illusion is in effects takes 1d4 psychic damage on a hit.


Necromancy. When you choose this school, you learn the toll the dead cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast toll the dead, the target also becomes frightened of you until the end of your next turn if it fails the Wisdom saving throw.


Transmutation. When you choose this school, you learn the thorn whip cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast thorn whip, the target is pulled up to 20 feet towards you.

Contents

Arcane Recovery

7th-level Order of Arcanists feature


Casting the spells of your school comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a spell from your chosen school of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 3rd level.

Esoteric Arcana

15th-level Order of Arcanists feature


Your expertise in the arcane expands even further. When you cast a spell of 1st level or higher from your chosen school that targets only one creature, you can have it target a second creature.

Grand Arcanist

20th-level Order of Arcanists feature


You are one of the highest-ranking members of the Order of Arcanists and wield magic that rivals all but the most potent archmages. You learn one 6th, one 7th and one 8th-level wizard spell from your chosen school of your choice. They count as magus spells for you, and Intelligence is your spellcasting modifier for them.


You can cast each spell once, without expending a spell slot and you regain all expended uses when you finish a long rest.

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Order of Arcane Archers


Originally founded by elvish warrior mages, the Magi known as Arcane Archers focus on mastering bow and arrow. Where most Magi thrive in melee combat, Arcane Archers hunt their foes from afar, striking them down with enchanted arrows.

Order of Arcane Archers Features
Magus Level Feature
3rd Arcane Archer Spells, Arcane Quiver
7th Enchanted Shot
15th Ranged Transposition
20th Rain of Arrows

Arcane Archer Spells

3rd-level Order of Arcane Archers feature


Whenever you gain a level in this class, you can replace one spell from this feature with a druid or ranger spell of the same level.

Magus Level Spell
3rd ensnaring strike, hail of thorns
5th acid arrow, cordon of arrows
9th flame arrows*, lightning arrow
13th elemental bane*, freedom of movement
17th conjure volley, swift quiver

Arcane Quiver

3rd-level Order of Arcane Archers feature


You learn to use the signature enchantments of the magi with bow, arrow, and quiver. You gain the following benefits:

  • You can use your Spellstrike feature to imbue a piece of ammunition with a magus spell of 1st-level or higher.
  • If you miss with a ranged attack that is imbued with a Spellstrike spell, you can use your bonus action to recall one imbued piece of ammunition to your quiver.

Enchanted Shot

7th-level Order of Arcane Archers


Any ammunition you fire from a ranged weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks.


When you make an attack roll with one of these magical pieces of ammunition and miss, you can use a bonus action to magically curve the shot, re-rolling the attack roll against a different target within 60 feet of the original target.

Ranged Transposition

15th-level Order of Arcane Archers feature


Starting at 15th level, you can use your action to enchant a piece of ammunition with conjuration magic and fire it at a point within range of your weapon. When the ammunition comes to a stop, you can instantly teleport to an unoccupied space within 5 feet of it, destroying the ammunition.


Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can spend a spell slot of 1st-level or higher to use it again.

Rain of Arrows

20th-level Order of Arcane Archers feature


You have reached the pinnacle of your Order's training, and there are few living mortals who can rival your marksmanship. You can use a bonus action to enter a heightened state of arcane marksmanship. For the next minute, you gain the following benefits:

  • You can choose for the damage of your ranged weapon attacks to be force.
  • When you take the attack action, you can choose a point within your weapon's range, and make one ranged weapon attack against each creature within 15 feet of that point.
  • When you hit with a ranged weapon attack, you can expend a spell slot to deal extra force damage to the target. This extra damage is 2d6 for a 1st-level spell slot, plus an extra 1d6 for each level above 1st.

This feature ends early if you are incapacitated or you end it as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. If you have no uses left, you can spend a 5th-level spell slot to use it again.

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Order of Blade Dancers


The Magi known as Blade Dancers dedicate their lives to the mastery of an ancient technique known as the Blade Dance. The Dance allows them to empty their minds of all emotion and distraction and become one with their spells and sword.

Order of Blade Dancers Features
Magus Level Feature
3rd Blade Dancer Spells, Blade Dance
7th Arcane Momentum
15th Improved Blade Dance
20th Master of Blades

Blade Dancer Spells

3rd-level Order of Blade Dancers feature


Whenever you gain a level in this class, you can replace one spell from this feature with an abjuration or transmutation spell of the same level from the cleric or paladin spell list.

Magus Level Spell
3rd compelled duel, zephyr strike*
5th blur, magic weapon
9th elemental weapon, haste
13th ire shield, freedom of movement
17th skill empowerment*, steel wind strike*

Blade Dance

3rd-level Order of Blade Dancers feature


When you join this Order, you learn its signature technique, the Blade Dance. As a bonus action, so long as you aren't wearing heavy armor, or wielding a heavy weapon, you can enter a Blade Dance. Your Blade Dance lasts for up to 1 minute, and grants you the following benefits:

  • Your movement speed increases by 10 feet.
  • You gain a +1 bonus to your Armor Class.
  • Once per turn when you roll damage for an attack or spell, you can roll the damage twice and take the higher result.
  • You have advantage on Acrobatics and Athletics checks.

Your Dance ends early if you are incapacitated, if you don heavy armor or a heavy weapon, or you dismiss it as a bonus action. Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses, you can spend a spell slot of 1st-level or higher to use it again.

Arcane Momentum

7th-level Order of Blade Dancers feature


Your Order's unique combination of arcane magic and fluid martial skill has honed your reflexes. You gain proficiency in Dexterity saving throws, and you add your proficiency bonus to initiative rolls.


Also, your Blade Dance Armor Class bonus becomes +2.

Improved Blade Dance

15th-level Order of Blade Dancers feature


You move about the battle with the grace of a flowing stream and the power of a raging flood. You gain the following benefits while your Blade Dance is active:

  • Your Blade Dance Armor Class bonus increases to +3.
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and half if you fail.
  • When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the level of that spell slot.

Master of Blades

20th-level Order of Blade Dancers feature


You have reached the apex of your Order and been granted the title of Master of Blades, signifying your mastery of the Blade Dance. When you roll initiative, so long as you are not surprised, you can choose to enter your Blade Dance without expending a use of the feature or a spell slot.


Also, when you take the Attack action while in your Blade Dance, you make an additional attack as part of that action.

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Order of the Eclipse


An order of infiltrators, assassins, and spies, the Order of the Eclipse is the most secretive cabal a magus can join. Known as Shades, these arcane warriors specialize in illusion magic and thrive under the cover of darkness. They use their arcane abilities to infiltrate and disable their foes, looking to end any potential conflicts before they have a chance to begin.

Order of the Eclipse Features
Magus Level Feature
3rd Eclipse Spells, Shroud of Darkness, Eyes of Night
7th Ambush Specialist
15th Mental Erasure
20th Hour of the Eclipse

Eclipse Spells

3rd-level Order of the Eclipse feature


Whenever you gain a level in this class, you can replace one spell from this feature with a divination or illusion spell of the same level from either the cleric, warlock, or wizard spell list.

Magus Level Spell
3rd disguise self, sleep
5th darkness, pass without trace
9th hypnotic pattern, nondetection
13th divination, greater invisibility
17th mislead, modify memory

Shroud of Darkness

3rd-level Order of the Eclipse feature


You are taught to wrap yourself in a shroud of dark illusion magic. As an action, you can call forth this Shroud, which lasts for 1 hour and rests on your shoulders as a cloak. While wearing the Shroud, you can use your action to turn invisible while you are at least lightly obscured by darkness or shadows. The invisibility ends if you attack a creature or force a creature to make a saving throw.


Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can spend a spell slot of 1st-level or higher to use it again.

Eyes of Night

3rd-level Order of the Eclipse feature


You have been trained to fight in darkness. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.


Additionally, you can see through any magical darkness created by you. For example, the 2nd-level spell darkness.

Ambush Specialist

7th-level Order of the Eclipse feature


You are adept at bringing down your foes when they can't see you coming. When you hit a surprised creature with a Spellstrike attack, the target automatically fails its saving throw against the spell imbued in the attack.


You can also see through magical darkness of any origin.

Mental Erasure

15th-level Order of the Eclipse feature


You learn to erase yourself from the minds of your enemies. As an action, you can force a creature you can see within 30 feet to make an Intelligence saving throw. On a failed save, the target cannot perceive you in any way for 1 minute. On a successful saving throw, a creature is immune to the effect for 24 hours. The effect ends early if you damage the creature or force it to make a saving throw.


Once you successfully use this feature to erase yourself you must finish a short or long rest before you can use it again.

Hour of the Eclipse

20th-level Order of the Eclipse feature


You have ascended to the apex of your Order and become one with darkness. At 20th level, you gain the following benefits:

  • You can conjure your Shroud of Darkness at will.
  • While you are wearing your Shroud, you can use an action to cast both invisibility and pass without trace targeting only yourself, without spending a spell slot. When cast in this way, neither of these spells require concentration.

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Order of Scales

Where most magi are trained to fight alone, those who join the Order of Scales are bound to a Draconic Companion to fight alongside. These magi use ancient magic to infuse their Companion with draconic might beyond their years. Should their bond grow strong enough, powerful magi can mount their Companions, and become Dragon Knights of legend.

Order of Scales Features
Magus Level Feature
3rd Draconic Spells, Draconic Companion
7th Infusion of Might
15th Draconic Majesty
20th Awakened Potential

Draconic Spells

3rd-level Order of Scales feature


Whenever you gain a level in this class, you can replace one spell from this feature with an abjuration or evocation spell of the same level from the sorcerer or wizard spell list.

Magus Level Spell
3rd absorb elements*, command
5th dragon's breath*, warding bond
9th elemental weapon, fear
13th dominate beast, elemental bane*
17th awaken, dominate person

Draconic Companion

3rd-level Order of Scales feature


Your soul is bound to that of a Draconic Companion, which acts as a familiar to you. Choose acid, cold, fire, lightning, poison, or thunder for its Essence, which determines the type of dragon it is. Its Essence cannot be changed unless you bond with another Companion. Your Companion uses the stat block below, which uses your proficiency bonus (PB) in several places. Your Draconic Companion is friendly to you and obeys your commands. In combat, it acts during your turn. It can move and use its reaction on its own, but it can only take the Dodge action unless you use your bonus action to order it to take an action from its stat block, or another combat action. If you are incapacitated, your Companion acts on its own. If your Draconic Companion has died within the last hour, you can touch it and expend a spell slot of 1st-level or higher to return it to life with its maximum hit points. During a long rest, you can spend 1 hour summoning and magically bonding with a new Draconic Companion. If you do so, your previous Draconic Companion is freed of your bond. You also learn to speak, read, and write Draconic.

Infusion of Might

7th-level Order of Scales feature


Your bond with your Draconic Companion grows, empowering it and granting it the following benefits:

  • It becomes Medium in size, and reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller.
  • While you are riding your companion, it can’t use its flying speed.
  • Your companion's attacks count as magical for purposes of overcoming resistance and immunity to nonmagical bludgeoning, piercing, and slashing damage.

Draconic Majesty

15th-level Order of Scales feature


The bond between you and your Draconic Companion has deepened considerably, allowing you to empower it further. It gains additional benefits:

  • It becomes Large in size, and gains a burrowing, climbing, or swimming speed (your choice when you summon your companion) equal to its walking speed.
  • When you ride your drake, it is no longer prohibited from using its flying speed.
  • You gain resistance to the damage type chosen for the companions’s Essence.

Awakened Potential

20th-level Order of Scales feature


Your bond with your dragon has reached its apex, gaining the following benefits:

  • It becomes Huge in size and it can bear you and up to 5 other medium creatures as a rider.
  • You gain immunity to the damage type chosen for the drake’s Draconic Essence.

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Draconic Companion

small dragon, neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your magus level (the Companion has a number of d8 hit dice equal to your magus level)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2)

  • Damage Immunities Essence damage type
  • Senses blindsight 10 ft., darkvision 60 ft.
  • Languages Draconic
  • Proficiency Bonus (PB) equals your bonus

Flyby. The Companion doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Draconic Bond. You can add your PB to any ability check or saving throw that the Companion makes. If your Companion forces a creature to make a saving throw, it uses your Magus Spell Save DC.

Actions

Multiattack. The amount of attacks your companion can make increases to two attacks at 15th level, and to three attacks at 20th level.

Claw. Melee Weapon Attack: your spellcasting modifier to hit, reach 5 ft., one target.

Hit: 1d4 + 2 x PB slashing damage + 1d4 Essence damage. The damage dice both increase to d6s at 7th level, to d8s at 15th level and to d10s at 20th level.

Essence Breath. The Companion exhales Essence breath in a 30-foot cone. Each creature in that area must make a Dexterity saving throw equal to your Magus spell save DC, taking 14 (4d6) Essence damage on a failed save, or half as much damage on a successful one.

Once it uses this trait, it can’t do so again until it finishes a long rest, unless you expend a spell slot of 1st level or higher for it to use it again. The damage increases to 6d6 at 7th, 8d6 at 15th, and to 10d6 at 20th level.

Reactions

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

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Order of Spellbreakers


Magi who join the Order of Spellbreakers are known for their ruthless dedication in achieving their goals. This fraternity of warriors and hunters use their arcane ability to slay any who abuse their magical abilities. While most Spellbreakers are discerning as they pour out judgment upon their foes, some have sworn to destroy any creatures who wield the arcane.

Order of Spellbreakers Features
Magus Level Feature
3rd Spellbreaker Spells, Baleful Mark
7th Ever Watchful, Mantle of Protection
15th Arcane Reflection
20th Master Spellbreaker

Spellbreaker Spells

3rd-level Order of Spellbreakers feature


Whenever you gain a level in this class, you can replace one spell from this feature with another enchantment or illusion spell of the same level from the warlock or wizard spell list.

Magus Level Spell
3rd bane, detect evil and good
5th blindness/deafness, silence
9th bestow curse, magic circle
13th banishment, confusion
17th dispel evil and good, planar binding

Baleful Mark

3rd-level Order of Spellbreakers feature


you learn to use your Spellsight as a bonus action. When you focus your Spellsight on a creature within range, you can place a Baleful Mark on it. This mark is only visible to you, and while it is active, you gain the following benefits against your Mark:

  • You know the exact direction and distance to your Mark, so long as you are both on the same plane of existence.
  • When you damage your Mark they have disadvantage on their saving throw to maintain concentration on spells.
  • When you force your Mark to make a saving throw you can end the mark to impose disadvantage on their roll.

Your Mark lasts for 1 hour and ends early if you end it as a bonus action, or you place a Mark on another creature.

Ever Watchful

7th-level Order of Spellbreakers feature


Your hunt for those that abuse the arcane arts is unending. If you roll initiative with no uses of your Spellsight remaining, you immediately regain one use.

Mantle of Protection

7th-level Order of Spellbreakers feature


You have warded yourself with a mantle of abjuration magic to protect yourself from arcane assaults. When you make a saving throw to resist a spell or magical effect, you can roll a d4 and add it to your saving throw.


When your Mark forces you to make a saving throw to resist a spell or magical effect, this bonus becomes 1d6.


In addition, when you use your Aegis to reduce the damage of a spell that was cast by your Mark, you can treat the dice you roll to reduce the damage as their maximum roll.

Arcane Reflection

15th-level Order of Spellbreakers feature


You can use your Aegis to reflect the magic of your foes onto them. When you use your Aegis to reduce the damage of an incoming spell to zero, you can reflect the spell back on the caster in place of regaining one of your spell slots. When you do, you can immediately cast the spell as part of the same reaction, without expending a spell slot, but you must target the original caster.


If the spell you reflect requires concentration, you must concentrate on the spell in order to maintain its effects.

Master Spellbreaker

20th-level Order of Spellbreakers feature


You have risen through the ranks of your Order to become an unparalleled hunter of those who wield arcane power. You gain the following benefits:

  • Your Baleful Mark lasts until you choose to end it or you use your Spellsight to Mark another creature.
  • When you roll initiative, so long as you are not surprised, you can use your Spellsight before any creature acts.
  • Your bonus to saving throws from Mantle of Protection becomes 2d4 (or 2d6 for your Mark).
  • When you hit your Mark with an Arcane Armory weapon attack, you can consume the mark as part of your attack, causing your attack (including any imbued spell) to deal maximum damage to your Mark, instead of rolling.

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Paladin

Level Proficiency Bonus Features Lay on Hands 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands 5
2nd +2 Divine Smite, Fighting Style, Spellcasting 10 2
3rd +2 Divine Health, Sacred Oath 15 3
4th +2 Ability Score Improvement 20 3
5th +3 Extra Attack 25 4 2
6th +3 Aura of Protection 30 4 2
7th +3 Sacred Oath feature 35 4 3
8th +3 Ability Score Improvement 40 4 3
9th +4 45 4 3 2
10th +4 Aura of Courage 50 4 3 2
11th +4 Improved Divine Smite 55 4 3 3
12th +4 Ability Score Improvement 60 4 3 3
13th +5 65 4 3 3 1
14th +5 Cleansing Touch 70 4 3 3 1
15th +5 Sacred Oath feature 75 4 3 3 2
16th +5 Ability Score Improvement 80 4 3 3 2
17th +6 85 4 3 3 3 1
18th +6 Aura Improvements 90 4 3 3 3 1
19th +6 Ability Score Improvement 95 4 3 3 3 2
20th +6 Sacred Oath feature 100 4 3 3 3 2

Sacred Oaths

d10 Oath
1 Oath of the Ancients
2 Oath of Conquest
3 Oath of the Crown
4 Oath of Devotion
5 Oath of the Fallen
6 Oath of Glory
7 Oath of Redemption
8 Oath of Treachery
9 Oath of Vengeance
10 Oath of Watchers

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Class Features

As a paladin, you gain the following class features, which are summarized in the Paladin table.

Divine Sense

1st-level Paladin feature


The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.


You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay On Hands

1st-level Paladin feature


Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.


As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.


Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.


This feature has no effect on undead and constructs.

Divine Smite

2nd-level Paladin feature


When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 7d8.

Fighting Style

2nd-level Paladin feature


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

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

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

Dueling

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

Great Weapon Fighting

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

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

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

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Spellcasting

2nd-level Paladin feature


You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Health

3rd-level Paladin feature


The divine magic flowing through you makes you immune to disease.

Sacred Oath

You swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.


Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.


If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.


When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.


Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Channel Divinity: Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Ability Score Improvement

4th-level Paladin feature


When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

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Extra Attack

5th-level Paladin feature


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

Aura of Protection

6th-level Paladin feature


Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.


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

Aura of Courage

10th-level Paladin feature


You and friendly creatures within 10 feet of you can't be frightened while you are conscious.


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

Improved Divine Smite

11th-level Paladin feature


You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch

14th-level Paladin feature


You can use your action to end one spell on yourself or on one willing creature that you touch.


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

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Sacred Oaths


Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

Oath of the Ancients


The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

  • Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
  • Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
  • Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
  • Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Oath of the Ancients Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Warding
15th Undying Sentinel
20th Elder Champion

Oath Spells

3rd-level Oath of the Ancients feature


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

Oath of the Ancients Spells
Paladin Level Spell
3rd ensnaring strike, speak with animals
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride

Channel Divinity

3rd-level Oath of the Ancients feature


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


Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.


Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

7th-level Oath of the Ancients feature


Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.


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

Undying Sentinel

15th-level Oath of the Ancients feature


When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.


Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

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Elder Champion

20th-level Oath of the Ancients feature


You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.


Using a bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

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Oath of Conquest


The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.


Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

  • Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
  • Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
  • Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
Oath of Conquest Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Conquest
15th Scornful Rebuke
20th Invincible Conqueror

Oath Spells

3rd-level Oath of the Conquest feature


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

Oath of Conquest Spells
Paladin Level Spell
3rd armor of Agathys, command
5th hold person, spiritual weapon
9th bestow curse, fear
13th dominate beast, stoneskin
17th cloudkill, dominate person

Channel Divinity

3rd-level Oath of Conquest feature


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


Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.


Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

7th-level Oath of Conquest feature


You constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.


If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.


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

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Scornful Rebuke

15th-level Oath of Conquest feature


Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Invincible Conqueror

20th-level Oath of Conquest feature


You gain the ability to harness extraordinary martial prowess. As a bonus action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

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Oath of the Crown


The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

  • Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Oath of the Crown Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Divine Allegiance
15th Unyielding Spirit
20th Exalted Champion

Oath Spells

3rd-level Oath of the Crown feature


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

Oath of the Crown Spells
Paladin Level Spell
3rd command, compelled duel
5th warding bond, zone of truth
9th aura of vitality, spirit guardians
13th banishment, guardian of faith
17th circle of power, geas

Channel Divinity

3rd-level Oath of the Crown feature


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


Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.


Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

7th-level Oath of the Crown feature


When a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Spirit

15th-level Oath of the Crown feature


You have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

20th-level Oath of the Crown feature


Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use a bonus action to gain the following benefits for 1 minute:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You and your allies within 30 feet of you have advantage on all saving throws.

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

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Oath of Devotion


The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

  • Honesty. Don't lie or cheat. Let your word be your promise.
  • Courage. Never fear to act, though caution is wise.
  • Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath of Devotion Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Devotion
15th Purity of Spirit
20th Holy Nimbus

Oath Spells

3rd-level Oath of Devotion feature


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

Oath of Devotion Spells
Paladin Level Spell
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Channel Divinity

3rd-level Oath of Devotion feature


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


Sacred Weapon. As a bonus action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.


Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Devotion

7th-level Oath of Devotion feature


You and friendly creatures within 10 feet of you can't be charmed while you are conscious.


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

Purity of Spirit

15th-level Oath of Devotion feature


You are always under the effects of a protection from evil and good spell.

Holy Nimbus

20th-level Oath of Devotion feature


You can emanate an aura of sunlight to brighten and enlighten the battlefield. You can use a bonus action to gain the following benefits for 1 minute:

  • Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
  • Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
  • You have advantage on saving throws against spells cast by fiends or undead.

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

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Oath of the Fallen


The Oath of the Fallen is sworn by Paladins who break their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains. For a paladin to be of this oath means that they have committed a great act of evil or heresy, and if they died before they could make amends for their actions, dark powers trap the soul of the paladin within their dead body until they make up for their past deeds, or forever remain a wicked soul.

Tenets of the Fallen

The tenets of the Oath of the Fallen are better defined as the absence of tenets, generally emphasizing one of the following sentiments instead.

  • Godless. The gods lie. The power they would grant you was already yours to command.
  • Oathless. I will take no oaths. I will follow no laws of god or man. I am subject to my own will alone.
  • Merciless. Those who are bound to the will of others must be freed. Those who fail to exercise their own will must be purged.
Oath of the Fallen Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Hate
15th Supernatural Resistance
20th Dread Lord

Oath Spells

3rd-level Oath of the Fallen feature


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

Oath of the Fallen Spells
Paladin Level Spell
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Channel Divinity

3rd-level Oath of the Fallen feature


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


Control Undead. As an action, you can target one undead creature you can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until the you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.


Dreadful Aspect. As an action, you can channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of the paladin must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate

7th-level Oath of the Fallen feature


You and friendly creatures within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1).


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

Supernatural Resistance

15th-level Oath of the Fallen feature


At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord

20th-level Oath of the Fallen feature


You can surround yourself with an aura of gloom to break the spirits of your foes. You can use a bonus action to gain the following benefits for 1 minute:

  • Any bright light in a 30-foot radius around you is reduced to dim light.
  • While in this aura, a hostile creature has disadvantage on attack rolls.
  • If a hostile creature starts its turn within the aura, it takes 1d10 psychic damage.

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

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Oath of Glory


Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

Tenets of Glory

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

  • Actions over Words. Strive to be known by glorious deeds, not words. Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.
  • Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
  • Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
Oath of Glory Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Alacrity
15th Glorious Defense
20th Living Legend

Oath Spells

3rd-level Oath of Glory feature


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

Oath of Glory Spells
Paladin Level Spell
3rd guiding bolt, heroism
5th enhance ability, magic weapon
9th haste, protection from energy
13th compulsion, freedom of movement
17th commune, flame strike

Channel Divinity

3rd-level Oath of Glory feature


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


Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).


Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Aura of Alacrity

7th-level Oath of Glory feature


You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 10 feet of you increases by 10 feet until the end of that turn.


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

Glorious Defense

15th-level Oath of Glory feature


You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

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Living Legend

20th-level Oath of Glory feature


You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

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

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Oath of Redemption


The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.


While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

  • Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
  • Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
  • Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
  • Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Oath of Redemption Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of the Guardian
15th Protective Spirit
20th Emissary of Redemption

Oath Spells

3rd-level Oath of Redemption feature


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

Oath of Redemption Spells
Paladin Level Spell
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th Otiluke's resilient sphere, stoneskin
17th hold monster, wall of force

Channel Divinity

3rd-level Oath of Redemption feature


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


Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.


Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian

7th-level Oath of Redemption feature


You can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.


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

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Protective Spirit

15th-level Oath of Redemption feature


A holy presence mends your wounds in battle. You regain 3d6 hit points if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Emissary of Redemption

20th-level Oath of Redemption feature


You become an avatar of peace. As a bonus action, you gain the following benefits for 1 minute:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

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

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Oath of Treachery


The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these paladins pay homage to demon lords, especially Grazz't and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery.

Tenets of Treachery

A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

Oath of the Treachery Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Treachery
15th Blackguard's Escape
20th Icon of Deceit

Oath Spells

3rd-level Oath of the Treachery feature


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

Oath of the Treachery Spells
Paladin Level Spell
3rd charm person, expeditious retreat
5th invisibility, mirror image
9th gaseous form, haste
13th confusion, greater invisibility
17th dominate person, passwall

Channel Divinity

3rd-level Oath of Treachery feature


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


Conjure Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.


Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Aura of Treachery

7th-level Oath of Treachery feature


You emanate an aura of discord. If a creature within 10 feet of you misses with an attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 10 feet of the attacker.


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

Blackguard's Escape

15th-level Oath of Treachery feature


You have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

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Icon of Deceit

20th-level Oath of Treachery feature


You gain the ability to emanate feelings of treachery. As a bonus action, you gain the following benefits for 1 minute:

  • You are invisible.
  • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.

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

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Oath of Vengeance


The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

  • Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
  • No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
  • By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
  • Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Oath of Vengeance Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Relentless Avenger
15th Soul of Vengeance
20th Avenging Angel

Oath Spells

3rd-level Oath of Vengeance feature


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

Oath of Vengeance Spells
Paladin Level Spell
3rd bane, hunter's mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Channel Divinity

3rd-level Oath of Vengeance feature


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


Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.


Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

7th-level Oath of Vengeance feature


Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance

15th-level Oath of Vengeance feature


The authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

20th-level Oath of Vengeance feature


You can assume the form of an angelic avenger. As a bonus action, you gain the following benefits for 1 minute:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

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Oath of the Watchers


The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.


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

Tenets of the Watchers

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

  • Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
  • Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
  • Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
Oath of the Watchers Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of the Sentinel
15th Vigilant Rebuke
20th Mortal Bulwark

Oath Spells

3rd-level Oath of the Watchers feature


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

Oath of the Watchers Spells
Paladin Level Spell
3rd alarm, detect magic
5th moonbeam, see invisibility
9th counterspell, nondetection
13th aura of purity, banishment
17th hold monster, scrying

Channel Divinity

3rd-level Oath of the Watchers feature


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


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


Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.

Aura of the Sentinel

7th-level Oath of the Watchers feature


You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.


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

Vigilant Rebuke

15th-level Oath of the Watchers feature


You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

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Mortal Bulwark

20th-level Oath of the Watchers feature


You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

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

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

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Ranger

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Primordial Sense
2nd +2 Beast Companion, Fighting Style, Spellcasting 2
3rd +2 Ranger Conclave 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Natural Affinity 4 2
7th +3 Ranger Conclave feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Friend of Nature 4 3 2
11th +4 Ranger Conclave feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Nature's Veil 4 3 3 1
15th +5 Ranger Conclave feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Feral Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Foe Slayer 4 3 3 3 2

Ranger Conclaves

d6 Conclave
1 Conclave of the Beastmaster
2 Conclave of the Fey Wanderer
3 Conclave of the Gloom Stalker
4 Conclave of the Horizon Walker
5 Conclave of the Monster Slayer
6 Conclave of the Swarm Keeper

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Class Features

As a ranger, you gain the following class features, which are summarized in the Ranger table.

Primordial Sense

1st-level Ranger feature


You are strongly attuned to nature and its inhabitants, and as an action, you can focus your senses to detect creatures of the natural world. Until the end of your next turn, you know the location of any beasts, elementals, fey or plants within 60 feet of you that is not behind total cover. You know the type (beasts, elementals, fey or plants) of any being whose presence you sense, but not its identity (the Archfey Oberon, for instance). Within the same radius, you also detect the presence of any place or object that has been hidden or altered by magic.


You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Natural Explorer

1st-level Ranger feature


You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels.

  • Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger, and if you are traveling alone, you can move stealthily at a normal pace.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area, and while foraging, you find twice as much food as you normally would.
Beast Personality Traits and flaws
d6 Personality Types
1 I'm dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay alert so others can sleep.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends' needs before my own in all things.
d6 Flaws
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a bellyrub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Beast Companion

2nd-level Ranger feature


You can gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. As part of a long rest, you can magically bond with a beast that has a challenge rating equal to 1/4 or lower. In order to bond with you, the beast must be willing and friendly to you. Your bond with the beast makes it stronger, giving your beast the following benefits:

  • You can add your proficiency bonus to its armor class, damage rolls, as well as any ability check or saving throw that the beast makes.
  • The beast uses your spell attack modifier for its attack rolls.
  • Its hit point maximum equals the hit point number in its stat block or 5 + five times your ranger level, whichever is higher.
  • The beast has a number of Hit Dice (d8s) equal to your ranger level, and like any creature, it can spend Hit Dice during a short rest to regain hit points.
  • Your companion shares your alignment and ideal, as well as having a personality trait and a flaw that you can roll or select from the tables below. Its bond is always: "The person who travels with me is a beloved companion for whom I would gladly give my life."

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the dodge action, unless you take a bonus action on your turn to command it to take another action. The action can be one on its stat block or some other action. You can also sacrifice one of your attacks when you take the attack action to command the beast to take the attack action. It loses the Multiattack action, if it has one. If you are incapacitated, the beast can take any action of its choice, not just Dodge.


If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. Otherwise, as part of a long rest, you can call forth your beast's spirit and use your magic to create a new body for it. You can return your beast companion to life in this manner, even if you do not possess any part of its body. You can also bond with another eligible beast as part of a long rest, replacing your old companion with your new one.

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Fighting Style

2nd-level Ranger feature


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

Archery

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

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

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

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Dueling

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

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.


In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

You can engage in two-weapon fighting with any one-handed melee weapons you are wielding that aren't heavy.


In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Spellcasting

2nd-level Ranger feature


You have learned to use the magical essence of nature to cast spells, much as a druid does.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

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Ranger Conclaves

3rd-level Ranger feature


You choose a Conclave that you strive to emulate from the list of available options. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Ability Score Improvement

4th-level Ranger feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Extra Attack

5th-level Ranger feature


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

Natural Affinity

6th-level Ranger feature


Your walking speed increases by 10 feet, and you gain a climbing speed and a swimming speed equal to your walking speed. In addition, attacks made by natural weapons or your beast now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Friend of Nature

10th-level Ranger feature


When you call, nature's denizens answer and offer you aid. Over the course of 10 minutes, you can conduct a ritual that attracts the attention of a number of beasts within 1 mile of you. At the end of the ritual, a number of Medium beasts of CR 1/4 equal to 1 + your proficiency bonus gather within 10 feet of you. Your GM determines the beasts that appear.


These beasts are friendly to you and your companions, are considered trained mounts, and are considered to be Large beasts for the purposes of determining carrying capacity and what creatures are able to mount them. They can accompany you until you use this trait agian or until you dismiss them (no action required).


While they accompany you, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • You have advantage on Wisdom (Survival) checks to find shelter provided by natural structures.

Nature's Veil

14th-level Ranger feature


You draw on the powers of nature to hide yourself from view. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Additionally, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

18th-level Ranger feature


You have become one with your beast as you hunt as an apex predator, never losing track of your prey. You gain the following benefits:

  • When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
  • You and your beast are aware of the location of any invisible creature within 30 feet of either of you, provided that the creature isn't hidden from you or your beast and you or your beast aren't blinded or deafened.

Foe Slayer

20th-level Ranger feature


You are a hunter of legendary status. You gain the following benefits:

  • You can add your Wisdom modifier to any weapon attack and damage roll (minimum of +1).
  • You cannot have disadvantage on an attack roll targeting a creature within 30 feet of you.

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Ranger Conclaves


Rangers are defined by their ideals, defining your approach towards nature and the conclave they join. Here are Conclave options you can choose from at 3rd level.

Conclave of the Beast Master


The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master Conclave means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Conclave of the Beast Master Features
Ranger Level Feature
3rd Beast Master Magic, Master of the Beasts, Beast Tamer
7th Primal Bond
11th Bestial Fury
15th Beastly Champion

Beast Master Magic

3rd-level Conclave of the Beast Master feature


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

Beast Master Spells
Ranger Level Spell
3rd beast bond, speak with animals
5th beast sense, warding bond
9th conjure animals, protection from energy
13th death ward, dominate beast
17th awaken, commune with nature

Master of the Beasts

3rd-level Conclave of the Beast Master feature


You are specialised with dealing with stronger and more dangerous creatures. The maximum CR of beasts you are eligible to bond with increases with your level, as shown in the Beastmaster Bond table.

Beastmaster Bond
Ranger Level Beast Max CR
3rd 1/2 or lower
7th 1 or lower
11th 2 or lower
15th 3 or lower

Beast Tamer

3rd-level Conclave of the Beast Master feature


You gain exceptional insight into wild animals, gaining the following benefits:

  • You gain proficiency in Animal Handling, and you add double your proficiency bonus to your Wisdom (Animal Handling) checks. If you are already proficient in Animal Handling you gain proficiency in Nature or Survival.
  • Your weapon attacks against beasts and monstrosities score a critical hit on a roll of 19 or 20 on the d20, and any enchantment spell you know that can target a humanoid can also target beasts and monstrosities.

Primal Bond

7th-level Conclave of the Beast Master feature


Both you and your beast can use a reaction to grant the other advantage on any saving throw they are forced to make, so long as you can see each other.

Bestial Fury

11th-level Conclave of the Beast Master feature


When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Beastly Champion

15th-level Conclave of the Beastmaster feature


You are a master of wild animals, gaining the following benefits:

  • When you make a Wisdom (Animal Handling) check, you can treat a d20 roll of 9 or lower as a 10.
  • Your weapon attacks against beasts and monstrosities score a critical hit on a roll of 18, 19 or 20 on the d20.
  • Beasts and monstrosities have disadvantage on ability checks made to avoid or end your grapples, and on saving throws made to end or avoid spells cast by you.

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Conclave of the Fey Wanderer


A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Conclave of the Fey Wanderer Features
Ranger Level Feature
3rd Fey Wanderer Magic, Dreadful Strikes, Otherworldly Glamour
7th Beguiling Twist
11th Fey Reinforcements
15th Misty Wanderer

Fey Wanderer Magic

3rd-level Conclave of the Fey Wanderer feature


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

Fey Wanderer Spells
Ranger Level Spell
3rd cause fear, charm person
5th enthrall, misty step
9th dispel magic, fear
13th charm monster, dimension door
17th geas, mislead

Dreadful Strikes

3rd-level Conclave of the Fey Wanderer feature


You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.


The extra damage increases to 1d6 when you reach 11th level in this class.

Otherwordly Glamour

3rd-level Conclave of the Fey Wanderer feature


Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).


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

Beguiling Twist

7th-level Conclave of the Fey Wanderer feature


The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.


In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

11th-level Conclave of the Fey Wanderer feature


The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.


Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer

15th-level Conclave of the Fey Wanderer feature


You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. 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.


In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

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Conclave of the Gloom Stalker


Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Conclave of the Gloom Stalker Features
Ranger Level Feature
3rd Gloom Stalker Magic, Dread Ambusher, Umbral Sight
7th Iron Mind
11th Stalker's Flurry
15th Shadowy Dodge

Gloom Stalker Magic

3rd-level Conclave of the Gloom Stalker feature


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

Gloom Stalker Spells
Ranger Level Spell
3rd cause fear, disguise self
5th darkness, rope trick
9th fear, nondetection
13th greater invisibility, phantasmal killer
17th mislead, seeming

Dread Ambusher

3rd-level Conclave of the Gloom Stalker feature


You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.


At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

3rd-level Conclave of the Gloom Stalker feature


you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.


You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Iron Mind

7th-level Conclave of the Gloom Stalker feature


You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

11th-level Conclave of the Gloom Stalker feature


You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

15th-level Conclave of the Gloom Stalker feature


You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

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Conclave of the Horizon Walker


Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.

Conclave of the Horizon Walker Features
Ranger Level Feature
3rd Horizon Walker Magic, Detect Portal, Planar Warrior
7th Ethereal Step
11th Distant Strike
15th Spectral Defense

Horizon Walker Magic

3rd-level Conclave of the Horizon Walker feature


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

Horizon Walker Spells
Ranger Level Spell
3rd alarm, protection from evil and good
5th misty step, rope trick
9th haste, magic circle
13th banishment, dimension door
17th banishing smite, teleportation circle

Detect Portal

3rd-level Conclave of the Horizon Walker feature


You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.


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.

Planar Warrior

3rd-level Conclave of the Horizon Walker feature


You learn to draw on the energy of the multiverse to augment your attacks.


As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step

7th-level Conclave of the Horizon Walker feature


You learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.


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

Distant Strike

11th-level Conclave of the Horizon Walker feature


You gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.


If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

15th-level Conclave of the Horizon Walker feature


Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

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Conclave of the Monster Slayer


You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. As you walk the Slayer's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants, terrifying dragons, vampires, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Conclave of the Monster Slayer Features
Ranger Level Feature
3rd Monster Slayer Magic, Hunter's Sense, Slayer's Prey
7th Supernatural Defense
11th Magic-User's Nemesis
15th Slayer's Counter

Monster Slayer Magic

3rd-level Conclave of the Monster Slayer feature


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

Monster Slayer Spells
Ranger Level Spell
3rd compelled duel, protection from evil/good
5th see invisibility, zone of truth
9th magic circle, protection from energy
13th banishment, faithful hound
17th dispel evil and good, hold monster

Hunter's Sense

3rd-level Conclave of the Monster Slayer feature


You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.


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.


In addition, choose a creature type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs).


You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Slayer's Prey

3rd-level Conclave of the Monster Slayer feature


You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, when you hit a creature with a weapon attack, you can expend a spell slot to mark it as your prey. Each time you hit your prey with a weapon attack (including the attack used to mark it) you deal extra damage based on the spell slot you expended, as indicated in the table below.

Spell Slot Damage Spell Slot Damage
1st 1d6 3rd 1d10
2nd 1d8 4th 1d12

The creature remains your prey for 1 hour. Your mark ends early if the creature dies or you mark another creature. At certain levels the mark's duration increases: at 7th level (8 hours), 11th level (24 hours), and 15th level (indefinite).

Supernatural Defense

7th-level Conclave of the Monster Slayer feature


You gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. When you reach 15th level, this bonus becomes 2d6.

Magic-User's Nemesis

11th-level Conclave of the Monster Slayer feature


You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.


Once you use this feature, you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.

Slayer's Counter

15th-level Conclave of the Monster Slayer feature


You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

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Conclave of the Swarm Keeper


Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Conclave of the Swarm Keeper Features
Ranger Level Feature
3rd Swarm Keeper Magic, Gathered Swarm
7th Writhing Tide
11th Mighty Swarm
15th Swarming Dispersal

Swarm Keeper Magic

3rd-level Conclave of the Swarm Keeper feature


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

Swarm Keeper Spells
Ranger Level Spell
3rd mage hand, entangle, faerie fire
5th spider climb, web
9th fly, gaseous form
13th arcane eye, giant insect
17th arcane hand, insect plague

Gathered Swarm

3rd-level Conclave of the Swarm Keeper feature


A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.


Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.
Swarm Appearance
d8 Appearance
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies
5 Protective pseudodragons
6 Friendly elementals
7 Honorable sprites
8 Violent imps

Writhing Tide

7th-level Conclave of the Swarm Keeper feature


You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.


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.

Mighty Swarm

11th-level Conclave of the Swarm Keeper feature


Your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Disposal

15th-level Conclave of the Swarm Keeper feature


You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.


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.

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Full-caster Classes

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Bard

Level Proficiency Bonus Features Bardic Inspiration Song of Rest Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration 4d6 --- 2 2 --- --- --- --- --- --- --- ---
2nd +2 Jack of All Trades, Magical Inspiration, Song of Rest 4d6 1d6 2 3 --- --- --- --- --- --- --- ---
3rd +2 Bard College 4d6 1d6 2 4 2 --- --- --- --- --- --- ---
4th +2 Ability Score Improvement 4d6 1d6 3 4 3 --- --- --- --- --- --- ---
5th +3 Font of Inspiration 6d8 1d6 3 4 3 2 --- --- --- --- --- ---
6th +3 Bard College Feature 6d8 1d6 3 4 3 3 --- --- --- --- --- ---
7th +3 Countercharm 6d8 1d6 3 4 3 3 1 --- --- --- --- ---
8th +3 Ability Score Improvement 6d8 1d6 3 4 3 3 2 --- --- --- --- ---
9th +4 Magical Secrets (5th level or lower) 8d8 1d8 4 4 3 3 3 1 --- --- --- ---
10th +4 --- 8d8 1d8 4 4 3 3 3 2 --- --- --- ---
11th +4 Magical Secrets (6th level or lower) 8d10 1d8 4 4 3 3 3 2 1 --- --- ---
12th +4 Ability Score Improvement 8d10 1d8 4 4 3 3 3 2 1 --- --- ---
13th +5 Magical Secrets (7th level or lower) 10d10 1d10 4 4 3 3 3 2 1 1 --- ---
14th +5 Bard College Feature 10d10 1d10 4 4 3 3 3 2 1 1 --- ---
15th +5 Magical Secrets (8th level or lower) 10d10 1d10 4 4 3 3 3 2 1 1 1 ---
16th +5 Ability Score Improvement 10d10 1d10 4 4 3 3 3 2 1 1 1 ---
17th +6 Magical Secrets (9th level or lower) 12d12 1d12 4 4 3 3 3 2 1 1 1 1
18th +6 --- 12d12 1d12 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 12d12 1d12 4 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 12d12 1d12 4 4 3 3 3 3 2 2 1 1

Bardic Colleges

d8 College
1 College of Creation
2 College of Eloquence
3 College of Glamour
4 College of Lore
5 College of Spirits
6 College of Swords
7 College of Whispers
8 ---

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Class Features

As a bard, you gain the following class features, which are summarized in the Bard table.

Bardic Inspiration

1st-level Bard feature


You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.


Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.


You have a number of these dice as shown in the Bard table, and you regain all your expended Bardic Inspiration dice when you finish a long rest.


Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.

Spellcasting

1st-level Bard feature


You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Preparing and Casting Spells

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


You prepare the list of bard spells that are available for you to cast, choosing from the bard spell list. When you do so, choose a number of bard spells equal to your Charisma modifier + your bard level (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you are a 3rd-level bard, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell charm person, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.

Jack of All Trades

2nd-level Bard feature


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

Magical Inspiration

2nd-level bard feature


If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

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Song of Rest

2nd-level Bard feature


You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

3rd-level Bard feature


You delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.

Ability Score Improvement

4th-level Bard feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Font of Inspiration

5th-level Bard feature


You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

7th-level Bard feature


You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. You can start a performance (what kind of performance is up to you) that lasts until the end of your next turn as a bonus action. During that time, you and any friendly creatures within 30 feet of you cannot be frightened or charmed. If a creature affected by this performance is frightened or charmed when you begin the performance, either of those conditions end. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated, silenced, or if you voluntarily end it (no action required).

Magical Secrets

9th-level Bard feature


You have plundered magical knowledge from a wide spectrum of disciplines. Choose one spell from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spell counts as a bard spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. You learn an additional spell from any class at 11th, 13th, 15th, and again at 17th level.

Master Inspirator

20th-level Bard feature


You become the master of performance and inspiration. You gain the following benefits:

  • When you roll initiative you regain all expended Bardic Inspiration uses.
  • You and every creature of your choice within 30 feet of you is constantly under the effects of countercharm (no action required).

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Bard Colleges

The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of Creation


Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson:


"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."


Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons-as two of the song's first singers.

Mote of Potential

3rd-level College of Creation feature


Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.


When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

  • Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
  • Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
  • Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).

Performance of Creation

3rd-level College of Creation feature


As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.


Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.


The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

Animating Performance

6th-level College of Creation feature


As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.


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


When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.


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

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Dancing Item

Large or smaller Construct


  • Armor Class 16 (natural armor)
  • Hit Points 10 + five times your bard level
  • Speed 30 ft., fly 30 ft. (hover)

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

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

Immutable Form. The item is immune to any spell or effect that would alter its form.

Irrepressible Dance. When any creature starts its turn within 10 feet ofthe item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end ofthe turn, provided the item isn't incapacitated.

Actions

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

Creative Crescendo

14th-level College of Creation feature


When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.


You are no longer limited by gp value when creating items with Performance of Creation.

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College of Eloquence


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

Silver Tongue

3rd-level College of Eloquence feature


You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words

3rd-level College of Eloquence feature


You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Unfailing Inspiration

6th-level College of Eloquence feature


Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

Universal Speech

6th-level College of Eloquence feature


You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.


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

Infectious Inspiration

14th-level College of Eloquence feature


When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.


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

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College of Glamour

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.


The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Mantle of Inspiration

3rd-level College of Glamour feature


You gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.


As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 2d4 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.


The number of temporary hit points increases when you reach certain levels in this class, increasing to 3d4 at 5th level, 4d4 at 10th level, and 5d4 at 15th level.

Enthralling Performance

3rd-level College of Glamour feature


You can charge your performance with seductive, fey magic.


If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it.


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

Mantle of Majesty

6th-level College of Glamour feature


You gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.


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

Unbreakable Majesty

14th-level College of Glamour feature


Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.


In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

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College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.


The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.


The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Bonus Proficiencies

3rd-level College of Lore feature


You gain proficiency with three skills of your choice.


In addition, choose one skill for which you have proficiency. When you make an ability check using this proficiency, you can treat a d20 roll of 9 or lower as a 10.

Cutting Words

3rd-level College of Lore feature


You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Minor Magical Secrets

6th-level College of Lore feature


You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

Peerless Skill

14th-level College of Lore feature


When you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

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College of Spirits


Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.

Guiding Whispers

3rd-level College of Spirits feature


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

Spiritual Focus

3rd-level College of Spirits feature


You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.


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

Tales from Beyond

3rd-level College of Spirits feature



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


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


You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.


If the tale requires a saving throw, the DC equals your spell save DC.

Spirit Session

6th-level College of Spirits feature


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


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


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

Mystical Connection

14th-level College of Spirits feature


You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

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Bardic Insp. Die Tale told through you
1 Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.
2 Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3 Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4 Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5 Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6 Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC.
Bardic Insp. Die Tale told through you
7 Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.
8 Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.
9 Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
10 Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11 Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

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College of Swords

Bards of the College of Swords are manyfold in their occupation, often being called blades or skalds. Some entertain through daring feats of weapon prowess, performing stunts such as sword swallowing, knife throwing and juggling, and mock combats. Others keep alive the memory of the great heroes of the past, inspiring a new generation of heroes, with grand tales of sacrifice and insurmountable feats. Either way, a bard of the college of swords is a highly trained and skilled warrior in their own right.


Their talent with weapons inspires many blades to lead eventful lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. With their weapon skills, songs and magic, these blades either take up work as enforcers for thieves' guilds, strike out on their own as adventurers. Whatever path they walk, bards of the college of swords often gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present.

Bonus Proficiencies

3rd-level College of Swords feature


You gain proficiency with medium armor, medium shields and martial weapons, and you can use any simple or martial weapon as a spellcasting focus for your bard spells.

Combat Inspiration

3rd-level College of Swords feature


You learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Blade Flourish

3rd-level College of Swords feature


You learn to perform impressive displays of martial prowess and speed.


Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

  • Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
  • Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
  • Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Extra Attack

6th-level College of Swords feature


You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Battle Magic

14th-level College of Swords feature


You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell of 1st level or higher, you can make one weapon attack as part of that action.


In addition, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

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College of Whispers


Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.


Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

Psychic Blades

3rd-level College of Whispers feature


You gain the ability to make your weapon attacks magically toxic to a creature's mind.


When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.


The psychic damage increases when you reach certain levels in this class, increasing to 4d6 at 5th level, 6d6 at 10th level, 8d6 at 15th level, and 10d6 at 20th level.

Words of Terror

3rd-level College of Whispers feature


You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.


If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.


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

Mantle of Whispers

6th-level College of Whispers feature


You gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.


You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.


While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.


Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.


Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Shadow Lore

14th-level College of Whispers feature


You gain the ability to weave dark magic into your words and tap into a creature's deepest fears.


As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.


On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.


The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.


When the effect ends, the creature has no understanding of why it held you in such fear.


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

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Cleric

Level Proficiency Bonus Features Channel Divinity Uses Turn Undead Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain --- --- 3 2 --- --- --- --- --- --- --- ---
2nd +2 Channel Divinity, Divine Domain feature 2 CR 1/4 3 3 --- --- --- --- --- --- --- ---
3rd +2 --- 2 CR 1/4 3 4 2 --- --- --- --- --- --- ---
4th +2 Ability Score Improvement 2 CR 1/4 4 4 3 --- --- --- --- --- --- ---
5th +3 Font of Divinity 3 CR 1/2 4 4 3 2 --- --- --- --- --- ---
6th +3 Divine Domain feature 3 CR 1/2 4 4 3 3 --- --- --- --- --- ---
7th +3 --- 3 CR 1/2 4 4 3 3 1 --- --- --- --- ---
8th +3 Ability Score Improvement, Blessed Strikes (1d8) 3 CR 1 4 4 3 3 2 --- --- --- --- ---
9th +4 --- 4 CR 1 4 4 3 3 3 1 --- --- --- ---
10th +4 Divine Domain feature, Divine Intervention 4 CR 1 5 4 3 3 3 2 --- --- --- ---
11th +4 --- 4 CR 2 5 4 3 3 3 2 1 --- --- ---
12th +4 Ability Score Improvement 4 CR 2 5 4 3 3 3 2 1 --- --- ---
13th +5 --- 5 CR 2 5 4 3 3 3 2 1 1 --- ---
14th +5 Divine Domain feature, Blessed Strikes (2d8) 5 CR 3 5 4 3 3 3 2 1 1 --- ---
15th +5 --- 5 CR 3 5 4 3 3 3 2 1 1 1 ---
16th +5 Ability Score Improvement 5 CR 3 5 4 3 3 3 2 1 1 1 ---
17th +6 --- 6 CR 4 5 4 3 3 3 2 1 1 1 1
18th +6 --- 6 CR 4 5 4 3 3 3 3 1 1 1 1
19th +5 Ability Score Improvement 6 CR 4 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Herald, Blessed Strikes (3d8) Unlimited CR 5 5 4 3 3 3 3 2 2 1 1

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Divine Domains

d10 + 1d6 Domain
2 Arcana Domain
3 Death Domain
4 Forge Domain
5 Grave Domain
6 Knowledge Domain
7 Life Domain
8 Light Domain
9 Nature Domain
10 Order Domain
11 Peace Domain
12 Tempest Domain
13 Trickery Domain
14 Twilight Domain
15 War Domain
16 ---

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Class Features

As a cleric, you gain the following class features, which are summarized in the Cleric table.

Spellcasting

1st-level Cleric feature


As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips

You know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

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


You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Divine Domain

1st-level Cleric feature


Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 10th, and 14th levels.

Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.


If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

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Channel Divinity

2nd-level Cleric feature


You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with three such effects: Harness Divine Power, Turn Undead, and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.


When you use your Channel Divinity, you choose which effect to create. You can use this feature a number of times equal to the number stated in the Channel Divinity Uses column of the Cleric table. You regain expended uses when you finish a long rest.


Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.


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


When an undead of CR 1/4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR increases with your cleric level, as described in the Turn Undead column of the Cleric table.

Ability Score Improvement

4th-level Cleric feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Font of Divinity

5th-level Cleric feature


You regain all of your expended uses of Channel Divinity when you finish a short or long rest.

Blessed Strikes

8th-level Cleric feature


You are blessed with divine might in battle. When a creature takes damage from one of your weapon attacks, you can also deal 1d8 of one of the following damage types to that creature (choose the damage type when you gain this feature): acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can also choose to deal damage of the same type dealt by the weapon attack to the target. Once you deal this damage, you can't use this feature again until the start of your next turn.


The extra damage increases to 2d8 at 14th, and to 3d8 at 20th level.

Divine Intervention

10th-level Cleric feature


You can call on your deity to intervene on your behalf when your need is great.


Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Divine Herald

20th-level Cleric feature


You are one of the chosen of your god. You gain the following benefits:

  • You can use your Channel Divinity an unlimited number of times.
  • You call for divine intervention succeeds automatically, no roll required.

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Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity.


Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.

Arcana Domain


Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.


The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.

Domain Spells

1st-level Arcana Domain feature


You gain domain spells at the cleric levels listed in the Arcana Domain Spells table. See the Divine Domain class feature for how domain spells work.

Arcana Domain Spells
Cleric Level Spell
1st detect magic, magic missile
3rd magic weapon, Nystul's magic aura
5th dispel magic, magic circle
7th arcane eye, Leomund's secret chest
9th planar binding, teleportation circle

Bonus Proficiency

1st-level Arcana Domain feature


You gain proficiency in the Arcana skill, and your proficiency bonus is doubled for any ability check that uses this proficiency.

Arcane Initiate

1st-level Arcana Domain feature


You gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips, and they don't count against the amount of cantrips you know.

Channel Divinity: Arcane Abjuration

2nd-level Arcana domain feature


You can use your Channel Divinity to abjure otherworldly creatures.


As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.


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


When a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.

Arcane Banishment
Cleric Level Banishes Creatures of CR...
2nd 1/4 or lower
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
20th 5 or lower

Spell Breaker

6th-level Arcana Domain feature


When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

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Arcane Mastery

17th-level Arcana Domain feature


You choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

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Death Domain


The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).

Domain Spells

1st-level Death Domain feature


You gain domain spells at the cleric levels listed in the Death Domain Spells table. See the Divine Domain class feature for how domain spells work.

Death Domain Spells
Cleric Level Spell
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill

Bonus Proficiency

1st-level Death Domain feature


You gain proficiency with all armor types and martial weapons, if you didn't have them before.

Reaper

1st-level Death Domain feature


You learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Touch of Death

2nd-level Death Domain feature


You can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use your Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Inescapable Destruction

6th-level Death Domain feature


Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Improved Reaper

17th-level Death Domain feature


When you cast a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

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Forge Domain

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Domain Spells

1st-level Forge Domain feature


You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells
Cleric Level Spell
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

Bonus Proficiency

1st-level Forge Domain feature


You gain proficiency with all armor types and smith's tools, if you didn't have them before.

Blessing of the Forge

1st-level Forge Domain feature


You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.


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

Channel Divinity: Artisan's Blessing

2nd-level Forge Domain feature


You can use your Channel Divinity to create simple items.


You conduct an hour-long ritual that crafts a nonmagical item that must include some metal (e.g. a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object) The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.


The thing you create can be something that is worth no more than 20 times your cleric level, and the item must be Medium or smaller. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.


The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

Soul of the Forge

6th-level Forge Domain feature


Your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Saint of Forge and Fire

17th-level Forge Domain feature


Your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You are no longer limited by gp value when creating items with Artisan's Blessing.

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Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Domain Spells

1st-level Grave Domain feature


You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.

Grave Domain Spells
Cleric Level Spell
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

Circle of Mortality

1st-level Grave Domain feature


You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.


In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

1st-level Grave Domain feature


At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.


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: Path to the Grave

2nd-level Grave Domain feature


You can use your Channel Divinity to mark another creature's life force for termination.


As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Sentinel at Death's Door

6th-level Grave Domain feature


You gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.


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.

Keeper of Souls

17th-level Grave Domain feature


You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

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Knowledge Domain

The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Domain Spells

1st-level Knowledge Domain feature


You gain domain spells at the cleric levels listed in the Knowledge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Knowledge Domain Spells
Cleric Level Spell
1st command, identify
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

Bonus Proficiencies

1st-level Knowledge Domain feature


You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.


Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Blessings of Knowledge

1st-level Knowledge Domain feature


You gain two cantrips of your choice from any spell list. For you, these cantrips count as cleric cantrips, and they don't count against the amount of cantrips you know.

Channel Divinity: Knowledge of the Ages

2nd-level Knowledge Domain feature


You can use your Channel Divinity to tap into a divine well of knowledge.


As an action, you touch a creature (this can also be yourself) and choose one skill or tool. For 10 minutes, the creature has proficiency with the chosen skill or tool.

Read Thoughts

6th-level Knowledge Domain feature


As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.


If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.


During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Visions of the Past

17th-level Knowledge Domain feature


You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

  • Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
  • Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

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

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Life Domain

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

Domain Spells

1st-level Life Domain feature


You gain domain spells at the cleric levels listed in the Life Domain Spells table. See the Divine Domain class feature for how domain spells work.

Life Domain Spells
Cleric Level Spell
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Bonus Proficiency

1st-level Life Domain feature


You gain proficiency with all armor types, if you didn't have them before.

Disciple of Life

1st-level Life Domain feature


Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level.

Channel Divinity: Preserve Life

2nd-level Life Domain feature


You can use your Channel Divinity to heal the badly injured.


As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Blessed Healer

6th-level Life Domain feature


The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to your proficiency bonus + the spell's level.

Supreme Healing

17th-level Life Domain feature


When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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Light Domain

Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

Domain Spells

1st-level Light Domain feature


You gain domain spells at the cleric levels listed in the Light Domain Spells table. See the Divine Domain class feature for how domain spells work.

Light Domain Spells
Cleric Level Spell
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying

Bonus Cantrip

1st-level Light Domain feature


You gain the light cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.

Warding Flare

1st-level Light Domain feature


You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.


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: Radiance of the Dawn

2nd-level Light Domain feature


You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.


As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

6th-level Light Domain feature


You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Corona of Light

17th-level Light Domain


You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

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Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Domain Spells

1st-level Nature Domain feature


You gain domain spells at the cleric levels listed in the Nature Domain Spells table. See the Divine Domain class feature for how domain spells work.

Nature Domain Spells
Cleric Level Spell
1st animal friendship, speak with animals
3rd barkskin, spike growth
5th plant growth, wind wall
7th dominate beast, grasping vine
9th insect plague, tree stride

Bonus Proficiency

1st-level Nature Domain feature


You gain proficiency with all armor types, if you didn't have them before. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Acolyte of Nature

1st-level Nature Domain feature


You gain two cantrips of your choice from the druid spell list. For you, these cantrips count as cleric cantrips, and they don't count against the amount of cantrips you know.

Channel Divinity: Charm Animals and Plants

2nd-level Nature Domain feature


You can use your Channel Divinity to charm animals and plants.


As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements

6th-level Nature Domain feature


When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Master of Nature

17th-level Nature Domain feature


You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

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Order Domain

The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.


The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.


Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

Domain Spells

1st-level Order Domain feature


You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work.

Order Domain Spells
Cleric Level Spell
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person

Bonus Proficiencies

1st-level Order Domain feature


You gain proficiency with all armor types, if you didn't have them before. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

1st-level Order Domain feature


You can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.


If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

2nd-level Order Domain feature


You can use your Channel Divinity to exert an intimidating presence over others.


As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law

6th-level Order Domain feature


You become remarkably adept at channeling magical energy to compel others.


If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.


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

Order's Wrath

17th-level Order Domain


Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

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Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.


Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

Domain Spells

1st-level Peace Domain feature


You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.

Peace Domain Spells
Cleric Level Spell
1st heroism, sanctuary
3rd aid, warding bond
5th beacon of hope, sending
7th aura of purity, Otiluke's resilient sphere
9th greater restoration, Rary's telepathic bond

Bonus Proficiencies

1st-level Peace Domain feature


You gain proficiency in all armor types, if you didn't have them before. Additionally, you also gain proficiency in two of the following skills of your choice: History, Insight, Medicine, Performance, or Persuasion.

Emboldening Bond

1st-level Peace Domain feature


You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.


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: Balm of Peace

2nd-level Peace Domain feature


You can use your Channel Divinity to make your very presence a soothing balm.


As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Protective Bond

6th-level Peace Domain feature


The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Expansive Bond

17th-level Peace Domain feature


The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

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Tempest Domain

Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Domain Spells

1st-level Tempest Domain feature


You gain domain spells at the cleric levels listed in the Tempest Domain Spells table. See the Divine Domain class feature for how domain spells work.

Tempest Domain Spells
Cleric Level Spell
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague

Bonus Proficiencies

1st-level Tempest Domain feature


You gain proficiency with all armor types and martial weapons, if you didn't have them before.

Wrath of the Storm

1st-level Tempest Domain feature


You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.


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: Destructive Wrath

2nd-level Tempest Domain feature


You can use your Channel Divinity to wield the power of the storm with unchecked ferocity.


When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike

6th-level Tempest Domain feature


When you deal lightning or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Additionally, you are now resistant to thunder and lightning damage.

Stormborn

17th-level Tempest Domain feature


You have a flying speed equal to your current walking speed whenever you are not underground or indoors. Additionally, you are now immune to thunder and lightning damage.

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Trickery Domain

Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Domain Spells

1st-level Trickery Domain feature


You gain domain spells at the cleric levels listed in the Trickery Domain Spells table. See the Divine Domain class feature for how domain spells work.

Trickery Domain Spells
Cleric Level Spell
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory

Bonus Proficiencies

1st-level Trickery Domain feature


You gain proficiency in the Stealth skill, and your proficiency bonus is doubled for any ability check that uses this proficiency.

Blessing of the Trickster

1st-level Trickery Domain feature


You can use your action to touch a creature (this can also be yourself) to give it advantage on Charisma (Deception), Dexterity (Sleigh of Hand) and Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

2nd-level Trickery Domain feature


You can use your Channel Divinity to create an illusory duplicate of yourself.


As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you, acts on your turn, and can be felt, heard, smelled and seen. It must remain within 120 feet of you, disappearing if you start your turn with it more than 120 feet away from you. It cannot make an attack or be attacked, blinking out of harm's way for each attack made against it.


It has your personality, voice and features, and the only actions it can take is the Help action or Interact with an Object action. You can move it freely up to 30 feet on your turn (no action required). For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. As a bonus action on your turn, you can order the illusion take the Help or Interact with an Object action.

Cloak of Shadows

6th-level Trickery Domain feature


As a bonus action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest.

Improved Duplicity

17th-level Trickery Domain feature


You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. On your turn, you can now move any number of them up to 30 feet freely, to a maximum range of 120 feet.

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Twilight Domain

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.


Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Domain Spells

1st-level Twilight Domain feature


You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.

Twilight Domain Spells
Cleric Level Spell
1st faerie fire, sleep
3rd moonbeam, see invisibility
5th aura of vitality, Leomund's tiny hut
7th aura of life, greater invisibility
9th circle of power, mislead

Bonus Proficiencies

1st-level Twilight Domain feature


You gain proficiency with all armor types and martial weapons, if you didn't have them before.

Eyes of Night

1st-level Twilight Domain feature


You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.


As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing

1st-level Twilight Domain feature


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

Channel Divinity: Twilight Sanctuary

2nd-level Twilight Domain feature


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


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

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

Steps of Night

6th-level Twilight Domain feature


You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. 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.

Twilight Shroud

17th-level Twilight Domain feature


The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

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War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

Domain Spells

1st-level War Domain feature


You gain domain spells at the cleric levels listed in the War Domain Spells table. See the Divine Domain class feature for how domain spells work.

War Domain Spells
Cleric Level Spell
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster

Bonus Proficiencies

1st-level War Domain feature


You gain proficiency with all armor types and martial weapons, if you didn't have them before.

War Priest

1st-level War Domain feature


You can use your Wisdom modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls of weapons you are proficient in.

Channel Divinity: Guided Strike

2nd-level War Domain feature


You can use your Channel Divinity to strike with supernatural accuracy. When you or a creature within 30 feet of you makes an attack roll, you can use your Channel Divinity to add a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Extra Attack

6th-level War Domain feature


You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Avatar of Battle

17th-level War Domain feature


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

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Druid

Level Proficiency Bonus Features Wild Shape Uses Beast CR Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting --- --- 3 2 --- --- --- --- --- --- --- ---
2nd +2 Wild Shape, Druid Circle 2 CR 1/4 3 3 --- --- --- --- --- --- --- ---
3rd +2 --- 2 CR 1/4 3 4 2 --- --- --- --- --- --- ---
4th +2 Ability Score Improvement 2 CR 1/2 4 4 3 --- --- --- --- --- --- ---
5th +3 Font of Wilderness 3 CR 1/2 4 4 3 2 --- --- --- --- --- ---
6th +3 Druid Circle feature 3 CR 1/2 4 4 3 3 --- --- --- --- --- ---
7th +3 --- 3 CR 1/2 4 4 4 4 1 --- --- --- --- ---
8th +3 Ability Score Improvement 3 CR 1 4 4 3 3 2 --- --- --- --- ---
9th +4 --- 4 CR 1 4 4 3 3 3 1 --- --- --- ---
10th +4 Druid Circle feature 4 CR 1 5 4 3 3 3 2 --- --- --- ---
11th +4 --- 4 CR 1 5 4 3 3 3 2 1 --- --- ---
12th +4 Ability Score Improvement 4 CR 1 5 4 3 3 3 2 1 --- --- ---
13th +5 Timeless Body 5 CR 1 5 4 3 3 3 2 1 1 --- ---
14th +5 Druid Circle feature 5 CR 1 5 4 3 3 3 2 1 1 --- ---
15th +5 --- 5 CR 1 5 4 3 3 3 2 1 1 1 ---
16th +5 Ability Score Improvement 5 CR 2 5 4 3 3 3 2 1 1 1 ---
17th +6 --- 6 CR 2 5 4 3 3 3 2 1 1 1 1
18th +6 Beast Spells 6 CR 2 5 4 3 3 3 3 1 1 1 1
19th +5 Ability Score Improvement 6 CR 2 5 4 3 3 3 3 2 1 1 1
20th +6 Archdruid Unlimited CR 2 5 4 3 3 3 3 2 2 1 1

Druidic Circles

d10 Circle
1 Circle of Dreams
2 Circle of Guardians
3 Circle of the Land
4 Circle of the Moon
5 Circle of Radiance
6 Circle of the Shepherd
7 Circle of Spores
8 Circle of Stars
9 Circle of Tides
10 Circle of Wildfire

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Class Features

As a druid, you gain the following class features, which are summarized in the Druid table.

Druidic

1st-level Druid feature


You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

1st-level Druid feature


Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips

You know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells

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


You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Wild Shape

2nd-level Druid feature


You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature a number of times equal to the number stated in the Wild Shape Uses column of the Druid table. You regain expended uses when you finish a long rest.


You can also summon an spirit that assumes an animal form by expending a use of your Wild Shape feature to cast the find familiar spell, without material components.


When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.


Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 --- Giant Eagle
16th 2 --- Quetzalcoatlus

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You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.


While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Druid Circle

2nd-level Druid feature


You choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

4th-level Druid feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Font of Wilderness

5th-level Druid feature


You regain all of your expended uses of Wild Shape when you finish a short or long rest.

Timeless Body

13th-level Druid feature


The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year, and you can't be aged magically.

Beast Spells

18-level Druid feature


You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Archdruid

20th-level Druid feature


You can use your Wild Shape an unlimited number of times.


Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

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Druid Circles

Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.


At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.

Circle of Dreams


Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Balm of the Summer Court

2nd-level Circle of Dreams feature


You become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.


As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.


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

Hearth of Moonlight and Shadow

6th-level Circle of Dreams feature


Home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.


While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.


The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

10th-level Circle of Dreams feature


You can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.


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

Walker in Dreams

14th-level Circle of Dreams feature


The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying , or teleportation circle.


This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.


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

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Circle of Guardians

While all druids have a symbiotic relationship with nature, those who join the Circle of the Guardian dedicate their lives to protecting the natural world. Known as Guardians, these druids often master their druidic magic in ancient forests. These elder groves are places of great power, often with links to the Feywild or other planes of untamed natural growth.

Circle Spells

2nd-level Circle of Guardians feature


Your link with the primal forests grants you access to certain spells. When you reach certain levels in this class, you learn the spells listed in the Circle of the Guardian Spells table. Once you gain access to a spell, it counts as a druid spell for you, you always have it prepared, and it doesn’t count against the number of spells you prepare each day.


In addition, you learn the thorn whip cantrip and doesn't count against the number of cantrips known. If you already know thorn whip you can choose to learn another cantrip on the druid spell list.

Circle of the Guardian Spells
Druid Level Spells
2nd compelled duel, ensnaring strike
3rd earthbind, warding bond
5th erupting earth, plant growth
7th aura of life, grasping vine
9th tree stride, wrath of nature

Elder Limbs

2nd-level Circle of Guardians feature


Your limbs become tough and knotted like the eldest trees of the wood. When you hit a creature with an unarmed strike, they take bludgeoning damage equal to 1d8 + your Strength modifier.


Also, when you hit a creature with an unarmed strike, you can expend a spell slot as part of that attack to cast ensnaring strike on your target, in addition to the damage of the attack.

Guardian Form

2nd-level Circle of Guardians feature


The primordial forests that you protect lend you their power. You can expend a use of your Wild Shape as an action to take the form of a druidic Guardian. When you assume your Guardian form, you retain your game statistics and you take on tree-like appearance. While in your Guardian form you gain the following benefits:

  • Your skin becomes rough and bark-like in appearance, and your Armor Class cannot be lower then 16.
  • As a bonus action, you can grant yourself temporary hit points equal to your Wisdom modifier (minimum of 1).
  • The reach of your unarmed strikes increases by 5 feet.
  • You can use your Wisdom, in place of Strength, for the attack and damage rolls for your unarmed strikes.

Your Guardian form lasts for 10 minutes, and ends early if you are reduced to 0 hit points, or you end it as an action.

Arboreal Strikes

6th-level Circle of Guardians feature


The primordial grove you guard enhances your abilities. You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your druid cantrips in place of one of those attacks.


Also, your unarmed strikes count as magical for the sake of overcoming resistance and immunity to nonmagical attacks.

Grasp the Forest

10th-level Circle of Guardians feature


Your very presence stimulates wild plant growth. You can expend a use of your Wild Shape as an action to cast the plant growth spell. When cast in this way, you choose a number of creatures equal to your Wisdom modifier (minimum of 1) who can ignore the difficult terrain effects of the spell as the plants move aside to avoid hindering them.

Verdant Mastery

14th-level Circle of Guardians feature


Your body is suffused with the magic of the ageless trees that you defend. During each long rest, you automatically cast the 8 hour version of plant growth, unless you choose not to. When cast in this way, the spell does not consume a spell slot or a use of Wild Shape.


In addition, while you are in your Guardian form you are resistant to all bludgeoning, piercing, and slashing damage.

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Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

Bonus Cantrip

2nd-level Circle of the Land feature


You learn one additional druid cantrip of your choice.

Natural Recovery

2nd-level Circle of the Land feature


You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.


For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

2nd-level Circle of the Land feature


Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. You can attune to the climate you are currently in after meditating on the land for 1 hour, which can be done as part of a short or long rest.


Once you gain access to a circle spell, you always have it prepared until you attune to a new climate, 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.

Arctic
Druid Level Circle Spells
3rd hold person, spike growth
5th sleet storm, *slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold
Coast
Druid Level Circle Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying
Desert
Druid Level Circle Spells
3rd blur, silence
5th create food and water, protection from energy
7th blight, hallucinatory terrain
9th insect plague, wall of stone
Forest
Druid Level Circle Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Grassland
Druid Level Circle Spells
3rd invisibility, pass without trace*
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague
Mountain
Druid Level Circle Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone
Swamp
Druid Level Circle Spells
3rd darkness, Melf's acid arrow
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying
Underdark
Druid Level Circle Spells
3rd spider climb, web
5th gaseous form, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, insect plague

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Land's Stride

6th-level Circle of the Land feature


Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.


In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature's Ward

10th-level Circle of the Land feature


You can’t be charmed or frightened, and you are immune to poison and disease.

Nature's Sanctuary

14th-level Circle of the Land feature


Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

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Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.


Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.

Combat Wild Shape

2nd-level Circle of the Moon feature


You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.


Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

2nd-level Circle of the Moon feature


The rites of your circle grant you the ability to transform into more dangerous animal forms. You can use your Wild Shape to transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down (minimum of CR1). You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Circle of the Moon Beast Shapes
Level Max. CR Limitations
2nd 1 No flying or swimming speed
4th 1 No flying speed
6th 2 No flying speed
8th 2 ---
9th 3 ---
12th 4 ---
15th 5 ---
18th 6 ---

Primal Force

6th-level Circle of the Moon feature


Your attacks in beast form, as well as any natural weapons you may have, count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Additionally, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Elemental Wild Shape

10th-level Circle of the Moon feature


You can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Paragon of the Moon

14th-level Circle of the Moon feature


As an action, you can expend a use of Wild Shape and touch a willing creature to transform it instead of yourself, following all rules and restrictions that normally apply to wildshaping.

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Circle of Radiance

Before the gods rose to power and organized hierarchies of worship or set their creeds in stone, druids led mortals in worshiping the primeval forces of nature. The most important and primary focus of ancient druidic praise and worship was the the bringer of light, the source of growth, and the destroyer of darkness; the Sun.


For those that join the Circle of Radiance they seek to imitate that from which they draw their radiant power. To their allies, these radiant druids are givers of life and destroyers of darkness. But to their foes, they are pillars of radiant wrath that burn away all who stand in their way.

Radiance Spells

2nd-level Circle of Radiance feature


Your link with the radiant light of the Sun grants you access to certain spells. At 2nd level, you learn the light cantrip.


In addition, when you reach certain levels in this class, you gain access to the spells listed for that level in the Radiance 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 Radiance Spells
Druid Level Spells
3rd continual flame, heat metal
5th daylight, minute meteors
7th fire shield, guardian of faith
9th dawn, flame strike

Radiant Form

2nd-level Circle of Radiance feature


You learn to take on the powerful and ancient form of a Sun Priest. As an action on your turn, you can expend a use of your Wild Shape to allow the radiance of the Sun itself to shine through your body. While in this Radiant form, you shed bright light in a 30-foot radius, dim light for an additional 30 feet, and you are resistant fire and radiant damage.


As a bonus action while you are in your Radiant form you can release a targeted burst of sunlight at a creature within 30 feet. If the target can see, they must make a Constitution saving throw. On a failed save they are blinded for one minute. The creature can repeat the saving throw at the beginning of each of its turns, ending the effect on a success.


Your Radiant form lasts for one minute, until you fall unconscious, or you dismiss it as a bonus action.

Radiant Wrath

6th-level Circle of Radiance feature


Your connection to the Sun empowers your radiant magic. When you cast a spell that deals fire or radiant damage you can add your Wisdom modifier (minimum of 1) to one damage roll of the spell. If the spell affects multiple creatures, one creature of your choice takes the bonus damage the first time it is damaged by the spell.

Solar Rebuke

10th-level Circle of Radiance feature


Your body has become infused with the radiant light of the Sun. While you are in your Radiant form when you are hit with a melee attack you can use your reaction to force the attacker to make a Dexterity saving throw. They take 2d10 radiant damage on a failed save and are blinded until the start of their next turn and half as much on a success and are not blinded.

All Consuming Flame

14th-level Circle of Radiance feature


You can offer own life force to the Sun to channel its radiant power. When you cast a spell of first level or higher, you can expend your hit die in place of spell slots. The cost is two hit die for a 1st-level spell, and one additional hit die for each spell level above 1st. You can expend a number of hit dice for this feature equal to your proficiency bonus per long rest.


In addition, both the light you produce in your Radiant form, and the light from your Solar Rebuke count as sunlight.

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Circle of the Shepherd

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.


Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Speech of the Woods

2nd-level Circle of of the Shepherd feature


You gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Spirit Totem

2nd-level Circle of of the Shepherd feature


You can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.


As a bonus action, you can move the spirit up to 60 feet to a point you can see.


The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.


The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

  • Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
  • Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
  • Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

6th-level Circle of of the Shepherd feature


Beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

10th-level Circle of of the Shepherd feature


Your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons

14th-level Circle of of the Shepherd feature


The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).


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

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Circle of Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.


These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.


Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

2nd-level Circle of Spores feature


Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores 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 Spores Spells
Druid Level Spells
2nd chill touch
3rd blindness/deafness, gentle repose
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Halo of Spores

2nd-level Circle of Spores feature


You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

2nd-level Circle of Spores feature


You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Fungal Infestation

6th-level Circle of Spores feature


Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.


In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.


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

Spreading Spores

10th-level Circle of Spores feature


You gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.


Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.


While the cube of spores persists, you can’t use your Halo of Spores reaction.

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Fungal Body

14th-level Circle of Spores feature


The fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

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Circle of Stars

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


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

Star Map

2nd-level Circle of Stars feature


You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spell.s You determine its form by rolling on the Star Map table or by choosing one.


While holding this map, you have these benefits:

  • You know the guidance cantrip.
  • You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast guiding bolt without expending a spell slot. 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.

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

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

Starry Form

2nd-level Circle of Stars feature


As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.


While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.


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

  • Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
  • Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
  • Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constellation saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen

6th-level Circle of Stars feature


Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or and odd number on the die:

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

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

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Twinkling Constellations

10th-level Circle of Stars feature


The consteallations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active you have a flying speed of 20 feet and can hover.


Moreover, at the start of each of your turns while in your Starry Form, you can change the constellation glimmers on your body.

Full of Stars

14th-level Circle of Stars feature


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

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Circle of Tides

Few natural forces exert as much influence over people as the ocean. Those that live on its shores understand both the raw crushing power of tidal waves, and the bountiful harvest that can be found beneath the surface. Druids that belong to the Circle of the Tides monitor the balance between civilization and the seas. They protect ships and settlements from the terrible power of storms, but they do not hesitate to rebuke those who abuse the life-giving waters of the sea.

Circle of Tides Spells

2nd-level Circle of Tides feature


Your link with the oceans of the world grants you access to certain spells. At 2nd level, you learn the shape water cantrip.


When you reach certain Druid levels, you gain access to the spells in the table below. They count as druid spells for you and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Circle of Tides Spells
Druid Level Spells
3rd hold person, misty step
5th tidal wave, wall of water
7th control water, storm sphere
9th hold monster, maelstrom

Disciple of the Sea

2nd-level Circle of Tides feature


Your dedication and service to the life giving primal waters has changed you. You gain the ability to breathe both air and water, and you gain a swimming speed equal to your movement speed.

Tidal Aura

2nd-level Circle of Tides feature


You learn to channel the mystical power of the Tides, even when you are away from bodies of water. As a bonus action, you can expend a use of Wild Shape to exude a mystical watery force in a 15-foot radius. Creatures of your choice within your Tidal Aura treat it as difficult terrain. If a creature has a swimming speed it can ignore this effect.


Your Tidal Aura also enhances your healing powers. When you cast a spell of 1-st level or higher that restores hit points to a creature within your Tidal Aura, one target of the spell within your Tidal Aura regains additional hit points equal to your Wisdom modifier (minimum of 1 additional hit point).


Your Tidal Aura lasts for 1 minute. The effects end early if your end it as a bonus action, or if you are incapacitated.

Undertow

6th-level Circle of Tides feature


Your Tidal magic has grown in power. Starting at 6th level, when you cast a spell of 1st-level or higher that forces a creature in your Tidal Aura to make a Strength, Dexterity, or Constitution saving throw, you can choose to empower the spell. Any creature within your Tidal Aura makes their initial saving throw against the empowered spell at disadvantage.


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

Waters of Life

10th-level Circle of Tides feature


You can wield the magic of primal water to rejuvenate your allies as you hinder your foes. When you activate your Tidal Aura you gain a pool of temporary hit points equal to your druid level + your Wisdom modifier. While that Tidal Aura is active, you can use a bonus action to distribute any amount of temporary hit points from that pool to any creature that is within your Tidal Aura, including you.


When your Tidal Aura ends, any unused temporary hit points from your pool immediately disappear.

Master of the Waves

14th-level Circle of Tides feature


Your bond with the mystical waters of the world has reached its apex. You can cast control water at will, without expending a spell slot, so long as you can target a body of water of sufficient size for you to manipulate.


Also, the radius of your Tidal Aura increases to 30 feet, and creatures of your choice treat the area of your Tidal Aura as difficult terrain even if they have a swimming speed.

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Circle of Wildfire

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

Circle Spells

2nd-level Circle of Wildfire feature


You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as show on the Circle of Wildfire Spells Table.


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

Circle of Wildfire Spells
Druid Level Spells
2nd burning hands, cure wounds, firebolt
3rd flaming sphere, scorching ray
5th plant growth, revivify
7th aura of life, fire shield
9th flame strike, mass cure wounds

Summon Wildfire Spirit

2nd-level Circle of Wildfire feature


You can summon the primal spirit bound to your soul. As an action, you can expand one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.


The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.


The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while other look like beasts wreathed in fire.


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


The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

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Enhanced Bond

6th-level Circle of Wildfire feature


The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.


In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Flames of Life

10th-level Circle of Wildfire feature


You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.


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.

Blazing Endurance

14th-level Circle of Wildfire feature


The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.


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


Wildfire Spirit

Small elemental


  • Armor Class 11 + PB (natural armor)
  • Hit Points 5 + five times your druid level
  • Speed 30 ft., fly 30 ft. (hover)

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

  • Damage Resistances cold
  • Damage Immunities fire
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Actions

Multiattack. The Wildfire Spirit makes two flame slash attacks.

Flame Slash. Melee Weapon Attack: your spell attack modifier to hit, melee 5 ft., one target you can see. Hit: 1d6 + PB fire damage.

Flame Seed. Ranged Weapon Attack: + your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d4 + PB fire damage.

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

Contents

Occultist

Level Proficiency Bonus Features Occult Rites Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spell Casting, Occult Tradition 3 3 2
2nd +2 Occult Rites 2 3 4 3
3rd +2 Occult Tradition Feature 2 3 5 4 2
4th +2 Ability Score Improvement 2 3 6 4 3
5th +3 3 4 7 4 3 2
6th +3 Occult Tradition Feature 3 4 8 4 3 3
7th +3 4 4 9 4 3 3 1
8th +3 Ability Score Improvement 4 4 10 4 3 3 2
9th +4 5 4 11 4 3 3 2 1
10th +4 Traditional Expertise 5 5 12 4 3 3 3 2
11th +4 5 5 13 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 5 14 4 3 3 3 2 1
13th +5 6 5 15 4 3 3 3 2 1 1
14th +5 Occult Tradition Feature 6 5 16 4 3 3 3 2 1 1
15th +5 7 5 17 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 7 5 18 4 3 3 3 2 1 1 1
17th +6 7 5 19 4 3 3 3 2 1 1 1 1
18th +6 8 5 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 8 5 20 4 3 3 3 3 2 1 1 1
20th +6 The Old Ways 8 5 20 4 3 3 3 3 2 2 1 1

Occult Traditions

d6 Tradition
1 Tradition of the Hedge Mage
2 Tradition of the Necromancer
3 Tradition of the Oracle
4 Tradition of the Shaman
5 Tradition of the Witch
6 ---

Contents

Occultist Spell List

Cantrips (0 Level)
  • Acid Splash
  • BurnK
  • Chill Touch
  • Create Bonfire
  • Decaying TouchK
  • Dancing Lights
  • Druidcraft
  • Fists of FireK
  • FreezeK
  • Frostbite
  • Guidance
  • Gust
  • Ice Weapon K
  • Illusionary DartK
  • Infestation
  • ImpactK
  • Light
  • Lightning Lure
  • Magic Stone
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Thorn Whip
1st Level
  • Absorb Elements
  • Animal Friendship
  • Awaken RopeK
  • Bad BloodK
  • Bane
  • Beast Bond
  • Bramble BindingK
  • Burning Hands
  • Cause Fear
  • Ceremony
  • Comprehend Languages
  • Cure Wounds
  • Crippling AgonyK
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Dissonant Whispers
  • ElectrifyK
  • Feather Fall
  • Fog Cloud
  • Gale boltK
  • Grip of the DeadK
  • Hail of Thorns
  • Hex
  • Ice Knife
  • Identify
  • Illusory Script
  • Illusory PitK
  • Inflict Wounds
  • Induce HeadacheK
  • Karmic ReflectionK
  • Lightning TendrilK
  • Nauseating PoisonK
  • Ray of Sickness
  • Speak with Animals
  • Spiritual ConsultationK
  • Stone FistK
  • Tasha's Caustic BrewT
  • Tasha's Hideous Laughter
  • Unseen Servant
  • Water BlastK
2nd Level
  • Alter Self
  • AlacrityK
  • Animal Messenger
  • Animate ObjectK
  • Augury
  • Barkskin
  • Become FireK
  • Become StoneK
  • Become WaterK
  • Become WindK
  • Blindness/Deafness
  • Boil BloodK
  • Calm Emotions
  • CrackleK
  • Dancing WaveK
  • Darkness
  • Darkvision
  • Detect Thoughts
  • DisorientK
  • Earth RippleK
  • Form of FamiliarK
  • Enhance Ability
  • Enlarge/Reduce
  • Gentle Repose
  • Healing Spirit
  • Heat Metal
  • Hold Person
  • Invisibility
  • Imbue LuckK
  • Lesser Restoration
  • Locate Object
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Poison DartK
  • Protection from Poison
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Silence
  • Spider Climb
  • Spike Growth
  • Suggestion
  • Summon BeastT
  • Summon SwarmK
  • Web
  • Vicious HoundK
  • Vicious VaporsK
3rd Level
  • Animate ShadowK
  • Bestow Curse
  • Blink
  • Bramble BarrierK
  • Catnap
  • Clairvoyance
  • Counterspell
  • Cruel PuppetryK
  • Dispel Magic
  • ErodeK
  • Fear
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Illusionary FireballK
  • Life Transference
  • Magic Circle
  • MutateK
  • Nondetection
  • Plant Growth
  • Quick SandK
  • Rain of SpidersK
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Spider BiteK
  • Spirit Guardians
  • Summon UndeadT
  • Vampiric Touch
  • Vortex BlastK
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
  • WitherK
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Compulsion
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Divination
  • Elemental Bane
  • Evard's Black Tentacles
  • Giant Insect
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Leomund's Secret Chest
  • Locate Creature
  • Polymorph
  • Poison PuffK
  • Shadow of Moil
  • Stinging SwarmK
  • Stone CoffinK
  • SuffocateK
  • Summon ElementalT
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Acid RainK
  • Animate Objects
  • Awaken
  • Cloudkill
  • Commune with Nature
  • Conjure Elemental
  • Contact Other Plane
  • Contagion
  • Danse Macabre
  • Deglove CreatureK
  • Dominate Person

Contents

  • Dream
  • Enervation
  • Field of StarsK
  • Geas
  • Greater Restoration
  • Hold Monster
  • Insect Plague
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Reincarnate
  • Scrying
  • Seeming
  • Sonic ShriekK
  • Skill Empowerment
  • Sudden HazardsK
  • Transmute Rock
  • Wall of Stone
6th Level
  • Baba's Walking HutK
  • Bones of the Earth
  • Conjure Fey
  • Contingency
  • Create Homunculus
  • Eyebite
  • Find the Path
  • Flesh to Stone
  • Forbiddance
  • Harm
  • Heal
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otiluke's Freezing Sphere
  • Primordial Ward
  • Soul Cage
  • Sunbeam
  • Tasha's Otherworldly Guise
  • True Seeing
  • Wall of Ice
  • Wall of Thorns
  • Wind Walk
7th Level
  • Finger of Death
  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Resurrection
  • Sequester
  • Teleport
  • Twisting EruptionK
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Animal Shapes
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mind Blank
  • Power Word Stun
  • Tsunami
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • Invulnerability
  • Greater Animate Dead
  • Manipulate FateK
  • Power Word Heal
  • Power Word Kill
  • Psychic Scream
  • True Polymorph
  • True Resurrection
  • Shapechange
  • Weird

Contents

Class Features

As an occultist, you gain the following class features, which are summarized in the Occultist table.

Spellcasting

1st-level Occultist feature


As a practitioner of occult magic, you have inherited and developed techniques to manipulate reality through mediums of rituals, spirits, elements, and more. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Occultist spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the Occultist spell list. You learn additional Occultist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.

Spell Slots

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


For example, if you know the 1st-level spell witchbolt and have a 1st-level and a 2nd-level spell slot available, you can cast witchbolt using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Occultist spell list.


The Spells Known column of the Occultist table shows when you learn more Occultist spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.


Additionally, when you gain a level in this class, you can choose one of the Occultist spells you know and replace it with another spell from the Occultist spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Occultist spells. Your magic comes from a practitioner's knowledge of tradition, ritual, and the way things work learned through experience, care and cunning. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Occultist spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Ritual Casting

You can cast any Occultist spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an occult fetish as a spellcasting focus for your Occultist spells.

Occult Tradition

1st-level Occultist feature


Choose an occult tradition, shaping your the techniques, features, and rites available to you.


Your choice grants you features when you choose it at 1st level, 3rd level, 6th level, and 14th level.

Occult Rites

2nd-level Occultist feature


As you delve into your Tradition of occult magic, you find deviations and branches to explore that help you specialize and perfect your craft in the way that best suits you.


At 2nd Level, you gain two Occult Rites of your choice. Your Occult Rites options are detailed at the end of the subclass description for subclass specific Rites, and at the end of the class description for general Rites. You can select from either you subclass or class list. When you gain certain Occultist levels, you gain additional Occult Rites of your choice.


Additionally, when you gain a level in this class, you can choose one of the Occult Rites you know and replace it with another Occult Rite that you could learn at that level. A level prerequisite in an Occult Rite refers to Occultist level, not character level.

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Ability Score Improvement

4th-level Occultist feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Traditional Expertise

10th-level Occultist feature


Your passed down knowledge of tradition gives you expertise in a skill of your Tradition; choose one of your skill proficiencies from among Animal Handling, Arcana, Medicine, Nature, Survival. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. If you do not have proficiency in any of the selected skills, you instead gain proficiency in one of your choice.


Additionally, when you make a Wisdom ability check, you can draw upon your Tradition and expend a spell slot to gain advantage on the check.

The Old Ways

20th-level Occultist feature


Your mastery of ritual and tradition is extensive and unparalleled, you've unlocked ancient secrets and perfected techniques to master rituals completely. Any Occultist spell you know of 3rd level or lower becomes a ritual spell for you. When you cast a spell without the ritual tag as a ritual, it requires additional consumed material components worth 10 gold per level of the spell.


Additionally, your mastery of rituals allows you to work them more quickly. A spell cast as a ritual only takes additional turns equal to the spell's level to cast (for example, casting a 3rd level spell as a ritual would take four turns to cast, casting as your action or bonus action on the fourth turn). Spells with a casting time of a reaction cannot be cast as a ritual.

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Tradition of the Hedge Mage

This tradition is a loose collection of magic users that benefit from a wide array of traditions and practical knowledge to build up a collection of eccentric magical knowledge. Their methods are often frowned upon by those of more studied routes, but their practical skills cannot be denied, and their unique understanding of magic that they have developed with their own hands and minds should not be underestimated.

Practical Skills

1st-level Hedge Mage feature


You gain proficiency in your choice of one of the following skills: Arcana, Animal Handling, Medicine, Nature, or Survival. Additionally you can select 1 additional cantrip of your choice from the occultist list, or from the following expanded cantrip spell list: blade ward, firebolt , mage hand, prestidigitation, friends, ray of frost, shillelagh, spare the dying, thaumaturgy, true strike. When you learn a new cantrip, you can select from the above expanded list in addition to the Occultst list.


You learn your magic through self-discovery, often encompassing trial and error. Not knowing what is supposed to be impossible or impractical, your magic develops unique aspects. You can modify spells you learn with the following feature.

The Way I Learned It

When you learn a new spell, you can modify some its properties representing your unique way of casting that spell. These changes permanently affect the spell for you, but when you swap out a spell when gaining a level in the class, you can instead modify these properties from a spell you know. You can learn the same spell multiple times with different selections (i.e. "ranged cure wounds")

  • Damage Type. You can change any one of the following damage types into another: Acid, Cold, Fire, Lightning, Poison.
  • Range. You can make a spell with a range of 10 feet or more have a range of Touch, or give a spell with a range of Touch a range of up 10 feet (if it was a melee spell attack, it becomes a ranged spell attack if the range is greater than Touch).
  • Components. You can exchange a verbal, somatic, or material component of a spell for another type of component the spell does not normally have. Material components with a cost cannot be replaced, but can be exchanged for a different material component of equal cost.

Casting Style

1st-level Hedge Mage feature


Your self-taught casting style has resulted in some practical advantages. Select one of the following casting styles:


Reliable Casting. When you roll a 1 or 2 on a damage die for an Occultist cantrip, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.


Habitual Casting. When you cast an Occultist cantrip that requires concentration, you can instead cause the effect to persist without concentration a number of rounds equal to your Occultist level (for example, as 1st level Occultist, it would end at the start of your next turn). You can end a spell persisting in this way early as an action.


Tactical Casting. When you take the Ready action with an Occultist cantrip, it does not require concentration to keep the spell readied.

Personalized Path

3rd-level Hedge Mage feature


You gain one additional Occult Rite and one additional Occulist spell known. This can come from the Hedge Mage Rites or from the general Occultist Rites.

Improvised Ritual

3rd-level Hedge Mage feature


You can cast a spell with the ritual tag without knowing that spell. When you do so, it takes the additional time as if casting it as a ritual, but still consumes a spell slot. You can improvise spells of a level equal to one-third of your Occultist level (for example, a 3rd level Occultist can improvise 1st level rituals).


Spells improvised this way can be from any spell list, but if it is not on the Occultist list, you must have the spell in a written form (such as a wizard's spellbook or a scroll).

Stolen Techniques

6th-level Hedge Mage feature


You can learn one new 1st or 2nd level spell from the Bard, Cleric, Druid, or Wizard spell list. The spell becomes an Occultist spell for you, but does not count against your spells known.


Additionally, you can delve the rites of another tradition. You learn one additional Occult Rite that does not count against your rites known. This rite can be selected from any occultist subclass or from the general Occultist Rites, but cannot be a rite with a prerequisite.

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Empowered Cantrips

6th-level Hedge Mage feature


Once per turn when you roll damage for an Occultist cantrip, you can add your Wisdom modifier to the damage dealt.

Cantrip Mastery

14th-level Hedge Mage feature


You can cast an Occultist cantrip with a casting time of one action as a bonus action. When you cast a cantrip in this way, it is cast as if you are a 1st level caster.

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Tradition of the Necromancer


The tradition of necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.


Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Scholar of Death

1st-level Necromancer feature


Your necromantic teachings have tought you the ways of manipulating the life force of others. You learn the cantrips spare the dying and toll the dead.


You also learn the following spells at the following levels, and they don't count against the number of spells you know. These are Occultist spells for you.

Occultist Level Spells Learned
1st false life, inflict wounds
3rd gentle repose, wither and bloom
5th animate dead, summon undead
7th blight, shadow of moil
9th danse macabre, negative energy flood

Grim Harvest

1st-level Necromancer feature


When you kill a creature with necrotic damage, you regain a number of hit points equal to 1d4 times half your proficiency bonus (rounded down).

Undead Fortitude

3rd-level Necromancer feature


If an instance of damage reduces you to 0 Hit Points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Puppeteer of Undeath

6th-level Necromancer feature


Your necrotic indulgence allows you to bring undead under your control through your umbral influence. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your necromancer spell save DC. If it succeeds, you can't use this feature on it again for 24 hours. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. An incapacitated or charmed creature automatically fails the saving throw.


Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour for 24 hours until it succeeds and breaks free, or it remains under your control if 24 hours has passed and it has not succeeded on breaking free.

Necromantic Perfection

14th-level Necromancer feature


After an immense amount of training and experimenting, your mastery of resurrecting the undead is nearly unparalleled. Animate dead no longer requires a pile of bones or a corpse to cast. You may chose whether the undead summoned are either zombies, skeletons, or a mixture of both. Undead summoned with animate dead will now crawl their way to the surface in an unoccupied space in a 60 foot radius centered on you.


In addition, you are now immune to exhaustion, poison and disease.

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Tradition of the Oracle


An oracle is an Occultist whose power comes to them from their connection to fate; bound and empowered oracles carry some piece of divine mystery within them, tied to an aspect of destiny and fate. As their power grows they begin to understand this mystery with revelations, unlocking its secrets and the power they contain.


An oracle typically does not directly serve a god, rather they often are people whose fate has entangled them in the affairs of the gods. Oracles have great power, but their powers are not ones that mortals were meant to have, and consequently they are frequently burdened by their powers.

Divine Touch

1st-level Oracle feature


You have been touched by a divine revelation that has given you a gift of insight and a dramatic flair to deliver it - you learn the cantrips guidance and thaumaturgy.


You learn the following spells at the following levels. These are Occultist spells for you.

Occultist Level Spells Learned
1st identify
3rd locate object
5th clairvoyance
7th locate creature
9th legend lore

Mystery Unveiled

1st-level Oracle feature


The touch of the divine inside of you has opened up new pathways of magic and understanding that most cannot comprehend - a connection to magic. Select one of the following Mysteries: Mystery of Death, Mystery of Fire, Mystery of Life, Mystery of Souls, or Mystery of War. Spells learned from your Mystery are Occultist spells for you, but do not count against your spells known.


Some oracles are burdened with too much power for their mortal body. Optionally you can select to be one of these by selecting the "Oracle's Curse" feature, gaining an additional divine boon and curse.


You can select an additional Mystery at 5th (two Mysteries) and again at 11th level (three Mysteries).

Mystery of Death

Your understanding of the nature of death unlocks its secrets for you. You learn the following spells at the following levels.

Occultist Level Spells Learned
1st false life
3rd gentle repose
5th wither
7th blight
9th killing curse
Mystery of Fire

Your understanding of the nature of fire unlocks its secrets for you. You learn the following spells at the following levels.

Occultist Level Spells Learned
1st burning hands
3rd continual flame
5th fireball
7th fire shield
9th immolation
Mystery of Life

Your understanding of the nature of life unlocks its secrets for you. You learn the following spells at the following levels.

Occultist Level Spells Learned
1st healing word
3rd aid
5th mass healing word
7th aura of life
9th mass cure wounds
Mystery of War

Your understanding of the nature of war unlocks its secrets for you. You gain proficiency with martial weapons and shields. You learn the following spells at the following levels.

Occultist Level Spells Learned
1st thunderous smite
3rd branding smite
5th blinding smite
7th staggering smite
9th banishing smite

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Mystery of Souls

Your understanding of the nature of souls unlocks their secrets for you. You learn the following spells at the following levels.

Occultist Level Spells Learned
1st unseen servant
3rd healing spirit
5th spirit guardians
7th guardian of faith
9th raise dead
Mystery of Light

Your understanding of light illuminates the world in new ways. You learn the following spells at the following levels.

Occultist Level Spells Learned
1st color spray
3rd moon beam
5th daylight
7th greater invisibility
9th dawn
Mystery of Darkness

Your understanding darkness unlocks the secrets shrouded from others. You learn the following spells at the following levels.

Occultist Level Spells Learned
1st illusory pit
3rd darkness
5th hunger of hadar
7th shadow of moil
9th devouring darkness

Fate Reading

3rd-level Oracle feature


Your connection to the flow of fate gives you the ability to read from it, tracing outcomes and glimpsing the unknowable future. When you are hit by an attack, you can use your reaction to add your Wisdom modifier to your AC until the start of your next turn (including against the triggering attack). You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.


Additionally, you learn the spell augury and can cast it at will without expending spell slot.

Enlightened Understanding

6th-level Oracle feature


Whenever you activate a Revelation, you gain temporary hit points equal to your Wisdom modifier. Additionally, you can trigger a Revelation when you cast a 1st level spell that otherwise doesn't fit its requirements (for example, triggering Revelation of Fire on a spell that doesn't deal fire damage)

Master of Prophecy

14th-level Oracle feature


You can cast augury a number of times equal to your Wisdom modifier per day before it starts having a chance to return random answers.


Additionally, when you divine the future with augury, you can issue a cryptic prophecy, with three specific points for rolls that may occur within the next 30 minutes. For each specific point you prophesize, if you specify only the type of roll (for example, an attack, a Strength (Athletics) check, or an initiative roll, etc), a d4 is reserved (example "someone will be particularly quick when rolling initiative").


If you specify a specific action and a specific person, a d6 is reserved (for example, "when the wizard Caius rolls for initiative, he will be unusually quick"). If you give it a specific unlikely condition, a d8 can be reserved at the discretion of the GM.


A specific action or person can only have one prophesied event. If that prophesied event takes place (at the discretion of the GM it has occurred), the oracle can spend the reserved die and add it to the roll; if multiple events trigger the prophecy, the oracle can select which of them is affected by the reserved die.

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Tradition of the Shaman


A shaman is an Occultist that walks the paths of the spirits, binding them to their cause to empower themselves or bring havoc to their foes. Tough and powerful, they are most often found in the thick of the fight, wreathed in their primal power.


A shaman may view themselves as in service to their spirits or as served by the spirits; the what and the how of their contract can vary wildly, as can the source of their spirits, be it pulling from ancestral or primal powers.

Spiritual Warrior

1st-level Shaman feature


You gain proficiency in simple weapons, medium armor and shields. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Call Spirit

1st-level Shaman feature


As a bonus action you can call a spirit to your side. This can be a primal spirit of fire, cold, or lightning, or an ancestral spirit with radiant or necrotic power. This bond lasts for 10 minutes once formed. You can release a spirit early as an action, and it is immediately released if you call another spirit.


While a spirit is bonded to you, your melee weapon attacks deal an additional 1d4 damage of the spirit's type.


When you call it or as a bonus action while it is bonded, you can manifest the spirit in a space you can see within 30 feet of you. The spirit is medium sized but spectral in nature while manifested. While the spirit is manifested, whenever you take the attack action you may replace any number of attacks you could normally take with melee spell attacks from your bonded spirit. On a hit, this melee spell attack deals 1d4 + your Wisdom modifier damage of the spirit's type. As a bonus action you can move it up to 30 feet in any direction or recall it to yourself, ending its manifestation.


A manifested spirit cannot move more than 60 feet from you, and is recalled to you if you move more than 60 feet from it.

Empowered Spirits

3rd-level Shaman feature


When you call a spirit, you can expend a spell slot to empower that spirit. An empowered spirit adds additional damage to your weapon and deals additional manifested damage based on the level of the spell slot expended, as shown in the Empowered Spirits table. While the spirit is called and not manifested, at the start of each of your turns, you gain temporary hit points equal to the level of the spell slot spent to empower it.

Spell
Slot
Weapon
Damage
Manifested
Damage
Temporary
Hit Points
1st 1d6 2d4 1
2nd 1d8 2d6 2
3rd 1d10 2d6 3
4th 1d12 2d8 4
5th 1d12 2d8 5

Extra Attack

6th-level Shaman feature


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


If you have a manifested spirit, you can replace one or both attacks with the spirit's melee spell attack.

Spiritual Empowerment

14th-level Shaman feature


When you cast a spell of 1st level or higher, you can make a single weapon attack as a bonus action. If you have a manifested spirit, you can attack with it in place of making a weapon attack.

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Tradition of the Witch


A Witch can be many things, and most often refers to someone that villagers find scary and weird, but at the heart of every crazed story there's a sliver of truth, and that truth is that witches do indeed exist.


Some may live openly as what they are, while others may be the last person the superstitious villagers might expect. Varied in their powers, designs, and traditions based on their Coven, generalizing about a Witch is challenging, but they are most often defined by the varied utilitarian magic, hexes that make crossing them unwise, and powerful intelligent familiars.

Witch's Magic

1st-level Witch feature


You learn the spell find familiar, and when you summon a familiar with this spell, it acts on your initiative. Additionally, you can select 2 additional cantrips of your choice from the Occultist spell list.

Coven

1st-level Witch feature


You select the Coven you belong to from among Black Coven, Green Coven, and White Coven. Based on which Coven you select, you gain access to additional spells and manifest different special powers. Spells gained from this feature are added to your spells known and count as Occultist spells for you, but do not count against the total number of spells you can know.


While the Covens are often associated with Evil, Good, and Neutral respectively, you do not have to have a particular alignment to join a particular coven - it is merely your area of expertise and what traditions you know.


While a Witch of the Black Coven specializes in inflicting pain, curses, and eventual agonizing death on those that cross her and a Witch of the White Coven focuses on binding and healing, the focus of a Witch of the Green Coven is the closest to the Witch's roots in Hag-like fey magic, drawing power from nature to baffle her foes and control her surroundings.

Black Coven
Witch Level Bonus Spells
1st rotting curse, arms of hadar
3rd blindness/deafness, darkness
5th animate shadow, summon shadowspawn
7th blight, evard's black tentacles
9th killing curse, contagion
White Coven
Witch Level Bonus Spells
1st binding curse, healing word
3rd calm emotions, hold person
5th revivify, mass healing word
7th banishment, resilient sphere
9th curse of impotence, summon celestial
Green Coven
Witch Level Bonus Spells
1st befuddling curse, entangle
3rd alter self, enlarge/reduce
5th major image, summon fey
7th greater invisibility, polymorph
9th swapping curse, wrath of nature

Familiar Bond

3rd-level Witch feature


When you cast find familiar, your familiar gains an Intelligence, Wisdom and Charisma of 10, and the ability to speak any languages you speak.

Black Coven

As a reaction to a creature within 30 feet of your familiar hitting with an attack, you can have your familiar subtract 1d4 + half your Occultist level (rounded down) from the attack roll (no action required from the familiar). You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll succeeds or fails, or before the creature deals its damage. It can do this a number of times equal to your Wisdom modifier, regaining all uses after you complete a long rest.

White Coven

When you complete a long rest, your familiar gains temporary hit points equal to your Wisdom modifier + twice your Occultist level. While it has temporary hit points, as an action your familiar can teleport to a creature within 30 feet of it and grant that creature one or more of its temporary hit points. You can direct it to do this immediately using your reaction when a creature within 30 feet of it takes damage (no action required by the familiar).

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Green Coven

When you complete a long rest, your familiar gains illusory duplicates equal to your Wisdom modifier. These persist until destroyed by taking damage or you complete a long rest. The illusory duplicates cannot take any actions, but move and act like your familiar during your turn, staying within 30 feet of you or it.


At the end of your familiar's turn or when it takes damage, it can swap places with an illusory familiar (no action required by the familiar). If it does this as a result of taking damage, the illusory familiar is destroyed but the familiar takes no damage. Illusory duplicates are immune to damage while within 5 feet of you.


Unless otherwise specified, illusory familiars occupy the Witch's space and move with them.

Witch's Touch

6th-level Witch feature


Whenever you cast a spell with a range of touch (including through your familiar), you can add one of the following modifiers to the spell:

  • It grants one affected target temporary hit points equal to your Wisdom modifier. Only one creature can have these temporary hit points at a time.
  • It deals additional damage equal to your Wisdom modifier to one affected creature.
  • It adds or subtracts 1d4 from the target's next attack roll or saving throw before the start of your next turn.

You can also confer these effects to another spell with a range longer than touch by making its range touch, or confer these effects as an action without casting a spell by touching a target (making a melee spell attack to do if the target is an unwilling creature). If you make the range of a curse spell touch, you no longer need the material component for the spell.

Master of Curses

14th-level Witch feature


You no longer need the material component for curse spells (even when casting them at range).


Additionally, any time you cast a curse with a duration that is not Instantaneous or hex, you have advantage on concentration saving throws to maintain their effects.

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Occult Rites


The following are Occult Rites that can be selected by any Occultist, regardless of subclass. If a Rite creates an object, you can recreate that object if it is lost or destroyed. If the rules are not specified elsewhere, it is a process that requires any base object the Rite did and 4 hours of time. If the original still exists anywhere, it loses its magical properties when you complete this process. The subclass specific rites are listed afterwards.

Alchemical Rites

Prerequisite: none


You gain proficiency with alchemist's supplies. During a long rest, you can use them to concoct an improvised potion of healing by spending 1 hour of the long rest to tend to its simmering. Due to its improvised nature, it expires in 24 hours, and has no value in gold pieces.


During this process, you can expend a 5th level spell to brew a potion of greater healing instead. The expended spell slot is regained when the long rest is completed as normal.

Blood Rituals

Prerequisite: 5th level Occultist


Whenever you cast a ritual spell that requires a material component, you can instead use blood.


Willing living creatures within 10 feet of you can expend hit dice as part of casting the spell, rolling them and taking necrotic damage equal to the value rolled to fuel the ritual instead of a material component, with each 10 hit points sacrificed in this manner able to replace up to 100 gp of material components (for example, to replace a diamond worth 500 gold, 50 hit points would have to be expended in this manner).


Creatures that lose hit points in this way cannot regain those hit points until they complete a long rest.

Blood Magic

Prerequisite: Blood Rituals


You can sacrifice the blood of living creatures to power spells. When you cast a spell, instead of expending a spell slot, you can sacrifice blood to power the spell, sacrificing one hit die per level of spell you cast, rolling them and taking damage equal to the number rolled. Willing creatures within 10 feet can use their reaction to contribute blood to the spell, sacrificing hit dice by rolling them and taking necrotic damage equal to the number rolled. All sacrificed hit dice are added together to the level of the spell you can cast.


Creatures that lose hit points in this way cannot regain those hit points until they complete a long rest.


You can cast a total number of spell levels in this manner equal to your Occultist level. You regain all levels of usage of this rite when you complete a long rest.

Corrupt Item

Prerequisite: 5th level Occultist


You use a dark and secret rite to corrupt a non-magical item, causing it to become a cursed magic item. While any creature other than you is in possession of this item, they are under the effect of bane. Select one of the following for the item's magical property (the item must be of a type of item that could be the magical item selected): bag of tricks, brooch of shielding, goggles of night, lantern of revealing, or staff of the python (you can ignore attunement restrictions of this item).


When you change rites, you can reselect this rite to destroy the item and create a new item.

Commune Beyond Death

Prerequisite: none


You learn the speak with dead spell, which counts as an Occultist spell for you, but does not count against your spells known. You can cast it without expending a spell slot. Once you cast it this way, you must finish a short or long rest before you can cast it this way again.

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Emblazoned Focus

Prerequisite: none


You emblazon a mystical mark on yourself via a tattoo, scar, or similar permanent mark. You can use this mark as your spellcasting focus for your Occultist spells. You no longer need a free hand to cast spells with somatic or material components, as you can channel your magic through the mark, though it glows visibly when you do so. The mark must remain uncovered to function as a spellcasting focus (casting in this way does not remove the signs of casting a spell, it merely means you do not need a free hand).

Expert of Tradition

Prerequisite: 10th level Occultist


Choose an additional skill you are proficient in from among Animal Handling, Arcana, Medicine, Nature, and Survival. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. If you do not have proficiency in any of the selected skills, you instead gain proficiency in one of your choice.

Forbidden Rites

Prerequisite: 5th level Occultist


You learn the spell animate dead. Occultist spell for you and does not count against the number of Occultist spells you know. This spell cannot gain the ritual tag with Lost Ritual.

Lost Ritual

Prerequisite: none


You learn of a ritual lost to time. Select an Occultist spell you know of 5th level or lower. This spell gains the ritual tag. You can cast this spell as a ritual once, and must complete a short or long rest before casting it as a ritual again.

Markings of Protections

Prerequisite: none


You mark yourself with magical symbols and patterns, protecting you from harm. You are under the effect of the mage armor spell.

Occult Magic

Prerequisite: none


Your Occultist spells known increases by one. You can select this rite multiple times.

Protective Ward

Prerequisite: none


You make a ward against supernatural harm. While wearing this charm, you can use this to cast protection from evil and good without expending a spell slot, components, or requiring concentration, but the spell lasts a number of rounds equal to your Wisdom modifier. You can cast this as a reaction to being attacked or making a save it would affect, but when you do so it only lasts until the start of your next turn.


Once you use this charm, you cannot use it again until you complete a short or long rest.

Rite of Immortality**

Prerequisite: 15th-level Occultist


You continue to age, but you will no longer die of old age.

Rite of Youth

Prerequisite: 15-level Occultist


You cease to visually age, and can even choose to become more youthful in appearance, though your lifespan remains the natural lifespan of your race.

Root of Magic

Prerequisite: 15th-level Occultist


You learn 10 cantrips from any class list of your choice. They are Occultist spells for you.

Spatial Storage

Prerequisite: none


You can convert a pocket, ring, hat, or bag into a spatial storage device, capable of carrying up to 5 x your Occultist level pounds, with 0.5 x your Occultist level cubic feet of storage space. For example, a level 5 Occultist can store up to 25 pounds, not exceeding a volume of 2.5 cubic feet, within the storage space. As an action, you can send an item you are holding into the storage space or retrieve an item from the storage space to your hand.

If lost, you can recreate the spatial storage device during a short rest.

Specialized Poisons

Prerequisite: none


When you deal poison damage with an Occultist spell or created poison, you can (but don't have to) specify a creature type (such as beast or monstrosity) it is created to effect. Damage from that spell or poison ignores resistance and immunity to poison damage by creatures of that type. Creatures without the selected creature type have resistance to poison damage from the spell effect or poison.

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Spirit Sense

Prerequisite: none


You gain the ability to gaze into the spiritual world around you. As an action, you can gain a special form of sight that lasts 1 minute. While under the effect of this special sight, you are blind beyond 30 feet, but within 30 feet you can see into the ethereal plane. Within this sight range you have advantage on ability checks and saving throws to detect and see through illusions, see invisible creatures, and perceive the original form of a shapechanger or transformed creature.

Soulburn

Prerequisite: none


You can make your powers sear the very soul of the creature they strike. When you deal cold, fire or lightning damage, you can choose to deal necrotic damage instead.

Sympathetic Bond

Prerequisite: none


You learn the warding bond spell. It is an Occultist spell for you, but does not count against your spells known.


When you cast warding bond, you can choose to increase the power of the bond. When you do so, if either bonded creature makes an Intelligence, Wisdom, or Charisma saving throw, both creatures make the save. If either succeeds on the saving throw, both succeed, but if both fail, both are affected by the condition being saved against, even if only one was targeted. If both creatures are saving against the same effect, they do not roll twice, but both succeed if either succeeds on the saving throws and only fail if both fail the saving throw.

Vestments of War

Prerequisite: none


You gain proficiency with medium armor.

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Hedge Mage Rites

Hedge Magic

Prerequisite: none


You learn an additional cantrip from the Occultist list or from the expanded list provided by the Practical Skills feature. You can take this Rite multiple times.

I Know That One!

Prerequisite: none


When you make a saving throw against a spell you know, or make a spellcasting ability check to use counterspell or dispel magic against a spell you know, you have advantage on the saving throw or spellcasting ability check.

Manipulate Magic

Prerequisite: 5th level Hedge Mage


You learn one Metamagic option of your choice from the Sorcerer class. You can use this Metamagic option once, regaining the ability to use it again after completing a long rest. You can use it again by expending a spell slot of a level equal to the number of Sorcery Points the Metamagic costs.

Mass Cantrip

Prerequisite: none


When you cast an Occultist cantrip that targets one or more creatures, you can make the cantrip target a number additional creatures within range equal to your proficiency bonus with the spell. Once you use this Rite, you must finish a long rest before you can use it again. You can expend a spell slot to gain a similar effect, causing the cantrip to target a number of additional creatures equal to the level of spell slot spent.

Mastered Basics

Prerequisite: 15th level Hedge Mage


When you cast an Occultist spell you know using a 1st level spell slot, it is cast as if you spent a 2nd level spell slot instead.

Practice Makes Perfect

Prerequisite: none


You've cast a spell so many times it has become second nature. Select a 1st level Occultist spell you know. You can cast this spell without expending a spell slot a number of times equal to your half your proficiency modifier (rounded up), regaining all uses when you complete a long rest.

Practiced Reach

Prerequisite: none


When you use the Way I Learned It feature to add range, you can make the range of the spell up to 30 feet.

Potent Cantrip

Prerequisite: 7th level Hedge Mage


Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Savant Focus

Prerequisite: 7th level Hedge Mage


You can focus all of your experience into using your most basic magic potently. As a bonus action you can enter a state of focused concentration, as if concentrating on a spell. When you so, you gain advantage on attack rolls made for cantrips for 1 minute, or until you end your concentration on this state of focus.

Studious Mage

Prerequisite: 3rd level Hedge Mage


You can select spell from the Wizard or Druid spell list. You learn this spell, but it is one level higher for you (for example, if you learn a 1st level spell through this feature, it becomes a second level spell). It does not benefit from this level for upcasting the spell, and its new level is treated as its base. You can only select a spell this way if you have the spell slot to cast it at its new level (for example, a 3rd level Hedge Mage can only pick 1st level spells through this feature, which become 2nd level spells for them). You can take this Rite multiple times.

Simple Magic

Prerequisite: 5th level Hedge Mage


Even as you gain power, you are adept with using small bursts for simple magic. You can sacrifice a spell slot of 3rd level or higher to gain two 1st level spell slots. If the spell slot is 5th level or higher, you can gain 2nd level spell slots. You cannot store more than twice your usual maximum number of any spell slot level this way.

Utility Master

Prerequisite: 5th level Hedge Mage


When you cast utility cantrips that can lift weight, affect areas of elements, target an area on the ground, or cause minor instantaneous effects, you lift twice as much, target twice the area, or maintain an additional instantaneous effect.

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Necromancer Rites

Animate Dire Dead

Prerequisite: 15th-level Occultist, Undead Control


You can summon additional types of undead when casting animate dead.


When you cast animate dead as a 7th-level spell you can choose a pile of bones or a corpse of a large or medium creature. The target becomes a dire skeleton if you choose bones or an dire zombie if you choose a corpse. When you cast this spell using a spell slot of 8th level or higher, you animate or reassert control over one additional dire skeleton or dire zombie for each slot above 7th. Each of the creatures must come from a different corpse or pile of bones. When you do animate a dire skeleton or dire zombie , you can’t do so again until you finish a long rest.


Undead created by this feature are friendly to you and your allies and have their own stat blocks which uses your proficiency bonus (PB) in several places, listed below.

Dark Replenish

Prerequisite: None


You have taught yourself how to regain some of your necrotic essence through draining the umbral energies from the decay of the realm. Using the bodies of the dead around you, you can choose expended spell slots to recover. You can also sacrifice any undead you control for this feature, such as those created or controlled by the create undead spell. As a bonus action, you can draw energy from a corpse or pile of bones within 30 feet of you to add a number of points equal to the creature's size to a dark pool of energy that is used to fuel your spell slot recovery.


A Medium or smaller creature grants 1 point, a Large creature grants 2 points, a Huge creature grants 3 points, and a Gargantuan creature grants 4 points. You can draw from this pool at any time, recovering one spell slot level per each point used. The spell slots can have a combined level that is equal to or less than half your true necromancer level (rounded up), and none of the slots can be 6th level or higher.


For example, if you’re a 5th-level true necromancer, you can recover up to three levels worth of spell slots by spending 3 dark pool points. You can recover either a 3rd-level spell slot, a 2nd-level spell slot and one 1st-level spell slot, or three 1st-level spell slots.


Corpses or piles of bones you target with this feature cannot be raised, controlled, resurrected (such as by the animate dead spell or revivify spell), or drained again for this feature. Only a wish spell can bring life back to a drained husk. Once you've used a number of points equal to twice your proficiency bonus, you must finish a long rest before you can do so again. Any points remaining in the dark pool vanish after you finish a long rest.

Incorporeal Form

Prerequisite: 7th-level Occultist, Dark Replenish


As an action, you can turn yourself incorporeal for 1 minute. You can do this a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest. While incorporeal, you gain the following effects:

  • You can move through other creatures or objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Other incorporeal creatures cannot pass through you.
  • You have advantage on attack rolls against incorporeal creatures, and can see creatures that would normally be invisible, unless it successfully hides from you.

Your incorporeal form ends after the duration ends, you fall unconscious or when you end it as a bonus action.

Incorporeal Master

Prerequisite: 15th-level Occultist, Incorporeal Form


While in your incorporeal form, you have resistance to bludgeoning, piercing and slashing damage made from nonmagical attacks.

Necromantic Adept

Prerequisite: 5th-level Occultist, Dark Replenish


When you reduce a humanoid creature to 0 hp with necrotic damage, you can choose to have that creature roll a Constitution saving throw against your Occultist spell save DC. A creature that fails the saving throw rises at the start of your next turn as a skeleton or zombie that is under your control. You can keep a number of undead raised in this way equal to your proficiency bonus under your control with this feature. Raising more undead than you can control using this feature releases your control over the previous one(s) (oldest to newest).

Necromantic Expert

Prerequisite: 13th-level Occultist, Necromantic Adept


When you reduce a humanoid creature to 0 hp with necrotic damage, you can choose to have that creature roll a Constitution saving throw against your Occultist spell save DC. A creature that fails the saving throw rises at the start of your next turn as a ghoul or specter that is under your control. You can only keep one undead raised in this way under your control with this feature. Raising more undead than you can control using this feature releases your control over the previous one (oldest to newest).

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Dire Skeleton

Large undead


  • Armor Class 12 (natural armor)
  • Hit Points 40 + 5 times your necromancer level (the skeleton has a number of Hit Dice [d10s] equal to your Occultist level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 6 (-2) 14 (+2) 14 (+2)

  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages understands the languages you speak but can't speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

Dire Strikes. A melee weapon deals one extra die of its damage when the dire skeleton hits with it.

Martial Training. The dire skeleton gains proficiency in all armor, shields and simple and martial weapons. You must provide this equipment.

Necromantic Bond. You can add your proficiency bonus to any ability check or saving throw that the dire skeleton makes. In addition, the dire skeleton uses your spell attack modifier instead of its own weapon attack modifier to hit.

Actions

Multiattack. The dire skeleton makes two attacks.

Unarmed Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + 5 bludgeoning damage.


Dire Zombie

Large undead


  • Armor Class 8
  • Hit Points 60 + 5 times your necromancer level (the zombie has a number of Hit Dice [d10s] equal to your Occultist level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 6 (-2) 14 (+2) 14 (+2)

  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages understands the languages you speak but can't speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

Martial Training. The dire zombie gains proficiency in all armor, shields and simple and martial weapons. You must provide this equipment.

Necromantic Bond. You can add your proficiency bonus to any ability check or saving throw that the dire zombie makes. In addition, the dire zombie uses your spell attack modifier instead of its own weapon attack modifier to hit.

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

Actions

Multiattack. The dire zombie makes two attacks.

Unarmed Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + 5 bludgeoning damage.

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Necromantic Master

Prerequisite: 18th-level Occultist, Necromantic Expert


When you reduce a humanoid creature to 0 hp with necrotic damage, you can choose to have that creature roll a Constitution saving throw against your Occultist spell save DC. A creature that fails the saving throw rises at the start of your next turn as a ghast or whight that is under your control. You can only keep one undead raised in this way under your control with this feature. Raising more undead than you can control using this feature releases your control over the previous one (oldest to newest).

Undead Aura

Prerequisite: 7th-level Occultist


Your necromantic practises begin to manifest a likeness to undead in yourself. You and allies within 10 feet of you gain a protective aura that causes undead with an Intelligence of 8 or lower to see you as one of their own. Undead will not attack unless you or your allies attack them first. Undead that are attacked or are being controlled by a target other than you are not affected by this feature. For example, zombies controlled by a wight's life drain are not affected by this feature.

Undead Control

Prerequisite: 5th-level Occultist


Undead you control now automatically succeed on saving throws against mind-altering effects not created by you, such as the wizard's command undead feature or the charm person spell.


Undead lose this benefit if they are no longer under your control.

Undead Strikes

Prerequisite: 7th-level Occultist, Withering Touch


Melee attacks made by undead under your control count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Corrupted Strikes

Prerequisite: 15th-level Occultist, Undead Strikes


Melee attacks made by undead controlled by you can deal necrotic damage instead of the damage type it would normally deal. Additionally, if a undead under your control reduces a humanoid creature to 0 hp with necrotic damage, it counts for any effect that would require you to have dealt the killing blow with necrotic damage.

Withering Touch

Prerequisite: None


You learn how to channel necrotic energy into your hands. As an action, you can make a melee spell attack against a creature within five feet of you. On a hit, the creature takes 1d4 times your proficiency bonus necrotic damage.

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Oracle Specific Rites

Death Watcher

Prerequisite: 12th level Occultist


You can see the lines of fate, and detect when one of them is about to snap. When an ally that can see or hear you would drop to 0 hit points as a result of taking damage, you can manipulate their fate with a cryptic warning, causing them to narrowly avoid their demise, instead dropping to 1 hit point.


Once you use this Rite, you must finish a long rest before you can use it again.

Divine Miracle

Prerequisite: none


You learn one cleric spell of your choice. The spell must be of a level you can cast, as shown on the Occultist table, or a cantrip. The chosen spell becomes an Occultist spell for you and does not count against your spells known.

Divine Sight

Prerequisite: 15th level Occultist


If you have blindsight, you gain truesight with a range equal to your blindsight.

Oracle's Sight

Prerequisite: none


You gain blindsight with a range of 15 feet. When affected by the Blinded condition for more than a minute the range of this sight is doubled while under that effect.

Revelation of Death

Prerequisite: Mystery of Death


You can manipulate negative energy. When you cast a spell of 1st level or higher that deals cold or necrotic damage, you can add your Wisdom modifier to one damage roll of that spell. Channeling the power of death in this way temporarily withers and weakens you, reducing your movement speed by 5 feet until the end of your next turn.


If you use this while already weakened in this way, the duration is extended and the effect is cumulative. A spell can only trigger one Revelation. If multiple Revelations apply, choose one.

Revelation of Fire

Prerequisite: Mystery of Fire


Your powers draw flames all around you. When you cast a spell of 1st level or higher that deals fire damage, you can shroud yourself in flames until the start of your next turn. You gain half cover and any creature that strikes you with a melee weapon or attack or ends their turn within 5 feet of you takes 1d6 fire damage. At the start of your next turn, you take 1 fire damage. A spell can only trigger one Revelation. If multiple Revelations apply, choose one.

Revelation of Life

Prerequisite: Mystery of Life


Your powers are tied to the nature of life and its ever shifting balance. When you cast a spell of 1st level or higher that restores hit points or grants temporary hit points, you can heal a creature other than yourself within 30 feet for a number of hit points equal to your Occultist level. Your current hit points are reduced by half as many hit points as you restore with this feature.


You can only use this ability on creatures that have vibrant life pulsing within them. This revelation does not work on undead, constructs, or creatures at zero hit points. A spell can only trigger one Revelation. If multiple Revelations apply, choose one.

Revelation of Souls

Prerequisite: Mystery of Souls


The souls of the departed are all around. When you cast a spell of 1st level or higher, you can conjure a medium sized benevolent or tormented spirit to an empty space you can see within 30 feet.


The first creature to enter the spirit's space or end their turn within the spirit's space gains a number of hit points equal to 1d4 + the level of the spell if you summoned a benevolent spirit, or takes necrotic damage equal to 1d4 + the level of the spell if the spirit was a tormented one. A spell can only trigger one Revelation. If multiple Revelations apply, choose one.

Revelation of War

Prerequisite: Mystery of War


Within war, you see the essence of perfect conflict. Once per turn on your turn, when you cast a spell of 1st level or higher, you can make a single melee weapon attack as part of the same action. A spell can only trigger one Revelation. If multiple Revelations apply, choose one.


Additionally, when you make a weapon attack, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.

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Touch of Fire

Prerequisite: Mystery of Fire


You learn the cantrip burn. Additionally, as a bonus action you can take 1 fire damage and can cause a weapon you are carrying to burst into flames for 1 minute or until you let go of it. For the duration, it sheds bright light for 10 feet and dim light for an additional 10 feet. Attacks made with the weapon while it burns deal an additional 1d6 fire damage.

Truth of Death

Prerequisite: Mystery of Death


The march of death is inexorable. When you deal necrotic damage to a creature, you can place the touch of death on them, preventing them from regaining hit points until the start of your next turn. When you do so, associating with the power of death means you cannot regain hit points until the start of your next turn as well.

Truth of Fire

Prerequisite: Mystery of Fire


Everything burns. Fire damage you deal bypasses resistance to fire damage, and you can reroll a number of damage dice on fire spells up to your proficiency bonus. You take 1 fire damage for each die rerolled this way.

Truth of Life

Prerequisite: Mystery of Life


The breath of life is shared by all creatures. When a creature dies within 60 feet of you, you can use your reaction to transfer some of that dispersing life force to another creature within 60 feet of you (including yourself). The target creature gains hit points equal to your Wisdom modifier, or the maximum hit points of the creature (whichever was lower).

Truth of Souls

Prerequisite: Mystery of Souls


You are one with the souls. You have advantage on Constitution saving throws to maintain concentration on spells granted by the Mystery of Souls.

Truth of War

Prerequisite: Revelation of War, 5th level Occultist


Your understanding of war reveals that it comes easily. You can trigger the Revelation of Battle when you cast a cantrip that has a casting time of one action.

Twin Revelation

Prerequisite: 9th level Occultist


When you cast a spell that invokes a Revelation, you can invoke two different Revelations at the same time.

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Shaman Specific Rites

Avatar of the Elements

Prerequisite: 11th level Shaman


You learn the investiture of fire, investiture of ice, and investiture of stone spells. These are Occultist spells for you. When you cast one of these spells, you can choose to shorten the duration of the spell to 1 minute. When you do so, the spell does not require concentration.

Dance of the Spirits

Prerequisite: 5th-level Occultist


When you cast spirit guardians, you can choose the spell's damage type from among cold, fire, lightning, necrotic, and radiant, regardless of your alignment.


Additionally, you have advantage on Constitution saves to maintain concentration on spirit guardians and healing spirit.

Detonate Spirit

Prerequisite: none


As an action you can detonate a manifested spirit, causing it to erupt in flare of power. All creatures within 10 feet of the spirit must make a Dexterity saving throw. A creature takes damage equal to twice the spirit's manifested damage on a failed saving throw, or half as much damage on a successful one if the spirit was empowered with a spell slot. The spirit is immediately released and disappears.

Elemental Weapons

Prerequisite: fists of fire or ice weapon cantrip


When you create a weapon with fists of fire or ice weapon, the damage die of the weapon is increased by one size (for example, from a d6 to a d8).

Energized Weapon

Prerequisite: 3rd level Occultist


You gain the ability to infuse your weapon with the power granted to you by the spirits. While you have an empowered spirit bonded, you can pour all of its energy into your weapon (recalling it if it is manifested). The next attack with that weapon adds twice the additional damage from the spirit, but the bond immediately expires.

Guidance of the Spirits

Prerequisite: 3rd level Occultist


When you expend a spell slot to empower a spirit with your Empowered Spirits feature, you can select a number of skills equal to the spell slot expended that the spirit is proficient in. While it is not manifested, you gain proficiency with these skills. If you expend a spell slot of 5th level or higher, you can exchange three skill proficiencies to gain expertise in one skill.

Mistwalker

Prerequisite: none


You can see through heavy obscurement when the obscurement is caused by fog, mist, or smoke, natural or otherwise. While you are shrouded by fog, mist, or smoke, you have half cover.

Enhanced Bond

Prerequisite: 7th level Occultist


When you are empowered by a spirit called by a 1st level spell slot or higher, you can add the level of the spell slot spent to your Strength, Dexterity, and Constitution saving throws.

Primal Earth

Prerequisite: none


You harness the primal elemental powers of earth and stone, learning the following spells when you reach certain levels in this class, as shown on the table below. These are Occultist spells for you, but do not count against your spells known.

Occultist Level Spells Learned
1st earth tremor
3rd earthbind
5th erupting earth
7th orbital stones
9th wall of stone

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Primal Ice

Prerequisite: none


You harness the primal elemental power of ice, learning the following spells when you reach certain levels in this class, as shown on the table below. These are Occultist spells for you, but do not count against your spells known.

Occultist Level Spells Learned
1st ice knife
3rd snowball storm
5th sleet storm
7th ice storm
9th cone of cold
Primal Fire

Prerequisite: none


You harness the primal elemental power of fire, learning the following spells when you reach certain levels in this class, as shown on the table below. These are Occultist spells for you, but do not count against your spells known.

Occultist Level Spells Learned
1st burning hands
3rd pyrotechnics
5th fireball
7th wall of fire
9th immolation
Primal Storm

Prerequisite: none


You harness the primal elemental powers of storm and lightning, learning the following spells when you reach certain levels in this class, as shown on the table below. These are Occultist spells for you, but do not count against your spells known.

Occultist Level Spells Learned
1st thunderwave
3rd gust of wind
5th lightning bolt
7th jumping jolt
9th sky burst
Primal Deflection

Prerequisite: none


You can use your Wisdom modifier, instead of your Dexterity modifier, when determining your AC in light or medium armor, or when using mage armor.

Radiate Power

Prerequisite: 15th-level Occultist


While you have a spirit bonded to you, as a bonus action you can cause it to emanate power, causing all creatures within 5 feet of you (or it if it is manifested at another location) to make a Wisdom saving throw against your spell save DC, or take damage equal to its manifested damage.

Rite of Prowess

Prerequisite: none


You can select one fighting style available to the Fighter class.

Shaman's Touch

Prerequisite: 7th-level Occultist


When you use your action to cast a cantrip with a range of touch, you can make one weapon attack as a bonus action.

Warding Power

Prerequisite: none


You learn the spell shield. It becomes an Occultist spell for you, but does not count against your spells known.

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Witch Specific Rites

Animate Broom

Prerequisite: 12th level Witch


You infuse an object - traditionally a broom, but any vaguely broom-shaped object (like a staff, spear, or similar) can be used - with flying magic, turning it into a Broom of Flying (basic rules, pg. 156). If your broom is lost or destroyed, you can create a new one during 8 hours of work. If a previous broom still exists when you make a new one, it loses its magic upon the completion of the new one.

Animate Hair

Prerequisite: none


As a bonus action, you can expend a 1st level spell slot to cause your hair to lengthen, strengthen, and spring to life for 1 minute. While it is animated, you can use your action to make a melee spell attack with a range of 5 feet with it, dealing 1d8 bludgeoning damage on hit. This increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8). If you hit a Large or smaller creature with this attack, as a bonus action you can attempt to grapple the creature with your hair using your Wisdom modifier in place of your Strength modifier to initiate and maintain grapple.


A grappled creature can contest the grapple as normal, or deal 5 slashing, fire, or acid damage to the hair to free themselves. The hair has an AC of 12, and you take no damage when it is attacked.

Companion Coven

Prerequisite: none


As a ritual that takes 1 hour, you can form a coven bond with one willing creature. While both of you are conscious and within 120 feet of each other, you gain the ability to share spell slots up to a spell slot of your Witch level divided by four (rounded down), minimum of 1st level slots. While this bond is active, you can use your Spellcasting feature to cast using their spell slots (consuming them as normal), and they can use their Spellcasting feature (if they have one) to cast using your qualifying spell slots (consuming them as normal).


Additionally, you know their location at all times while they are part of your coven and within 120 feet of you. You can only be bonded to one creature with this bond at a time. You can end this coven at any time.

Divine Presence

Prerequisite: White Coven


Your familiar is always under the effect of sanctuary. If it deals damage (such as channeling one of your spells), the effect is suppressed until the start of its next turn.

Evil Eye

Prerequisite: none


You gain the ability to lay the most unsettling gaze upon a creature. As a reaction to a creature within 15 feet attacking you, you can unleash a terrifying glare at them (occuring after the attack completes). The target creature must make a Wisdom saving throw or become frightened of you until the end of your next turn. "Once a creature has succeeded on a save against this ability, they are immune to it for 24 hours.


Additionally, you gain proficiency in the Intimidation skill.

Familiar Swap

Prerequisite: none


If your familiar is within 60 feet of you, as an action, you can swap places with your familiar. If you cannot fit into the space where your familiar is, the ability fails and you take 1d6 force damage. Once you use this Rite, you must finish a short or long rest before you can use it again.

Form of the Familiar

Prerequisite: none


You learn the form of familiar spell, and gain the ability to cast it once without expending a spell slot as an action. You regain the ability to cast it in this way again after completing a short or long rest.

Rites of the Moon

Prerequisite: none


You learn the ancient rites of the moon and the powers that they hold, opening new pathways of magic to you. You learn the following spells at the following levels. These are Occultist spells for you, but do not count against your spells known.

Occultist Level Spells Learned
1st faerie fire
3rd moonbeam
5th tidal wave
7th control water
9th wall of light
Riding Familiar

Prerequisite: none


If you have a familiar without a flying speed, as an action you can make them become a creature one size larger than you (up to Large sized) for 8 hours. As an action, you can revert your familiar to its normal size. At 12th level, you can use this ability to become a familiar with a flying speed. Once you use this Rite, you must finish a short or long rest before you can use it again. Your familiar's strength becomes 10 while enlarged, if it was not already higher.

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Skulking Familiar

Prerequisite: none


Any familiar summoned by you gains proficiency in the Stealth skill and its movement doesn't provoke opportunity attacks.

Witch's Brew

Prerequisite: none


During a short or long rest, you can infuse a spell with a casting time of one action or bonus action into a concoction, expending the spell slot on completion of the rest.


This spell can subsequently be cast by anyone carrying the potion by drinking the potion as an action, with the drinker as the target, acting as the caster of the spell, but using the Witch's spell casting ability modifier.


The potion remains potent until you complete a long rest and recharge the spell slot expended to create the potion.

Witch's Claws

Prerequisite: none


You learn the cantrip primal savagery. When you deal damage to a creature with primal savagery, you can add your Wisdom modifier to the damage dealt. At 6th level, when you hit with primal savagery, you can apply the effects of Witch's Touch.

Witch's Hat

Prerequisite: none


You invest some of your magic, turning a hat (traditionally a floppy wide brimmed black witch's hat) into a hat of disguise. If your hat is lost or destroyed, you can create a new one with 2 hours of work. If a previous hat still exists when you make a new one, it loses its magic upon the completion of the new one.

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Sorcerer

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 --- --- --- --- --- --- --- ---
2nd +2 Font of Magic 4 3 --- --- --- --- --- --- --- ---
3rd +2 Metamagic, Metamagic Options 4 4 2 --- --- --- --- --- --- ---
4th +2 Ability Score Improvement 5 4 3 --- --- --- --- --- --- ---
5th +3 Magical Guidance 5 4 3 2 --- --- --- --- --- ---
6th +3 Sorcerous Origin feature 5 4 3 3 --- --- --- --- --- ---
7th +3 --- 5 4 4 4 1 --- --- --- --- ---
8th +3 Ability Score Improvement 5 4 3 3 2 --- --- --- --- ---
9th +4 --- 5 4 3 3 3 1 --- --- --- ---
10th +4 Sorcerous Origin feature 6 4 3 3 3 2 --- --- --- ---
11th +4 --- 6 4 3 3 3 2 1 --- --- ---
12th +4 Ability Score Improvement 6 4 3 3 3 2 1 --- --- ---
13th +5 --- 6 4 3 3 3 2 1 1 --- ---
14th +5 Sorcerous Origin feature 6 4 3 3 3 2 1 1 --- ---
15th +5 --- 6 4 3 3 3 2 1 1 1 ---
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1 ---
17th +6 --- 6 4 3 3 3 2 1 1 1 1
18th +6 --- 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Restoration 6 4 3 3 3 3 2 2 1 1

Sorcerous Origins

d8 Origin
1 Aberrant Mind
2 Clockwork Soul
3 Draconic Soul
4 Divine Soul
5 Shadow Magic
6 Storm Sorcery
7 Wild Magic
8 ---

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Class Features

As a sorcerer, you gain the following class features, which are summarized in the Sorcerer table.

Spellcasting

1st-level Sorcerer feature


An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

You know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots

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


For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.


You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.


Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your inborn magical prowess. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier
Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

1st-level Sorcerer feature


Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

2nd-level Sorcerer feature


At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have a number of sorcery points equal to your level plus your Constitution modifier. You can never have more sorcery points than that amount. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.


Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.


Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. Each of these spell slots must be of a level for which you have spell slots, as shown on the Sorcerer table, and the slot's level cannot be higher than 5th.

Creating Spell Slots
Spell Slot Level Sorcery Points
1st 2
2nd 3
3rd 4
4th 5
5th 6

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Metamagic

3rd-level Sorcerer feature


At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.


You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Ability Score Improvement

4th-level Sorcerer feature


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. If your DM allows the use of feats, you may instead take a feat.


You can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list, or replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.


You can also replace one of your skill proficiencies with a different skill proficiency. This change represents one of your skills atrophying as you focus on a different skill.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Magical Guidance

5th-level Sorcerer feature


You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Mastery

20th-level Sorcerer feature


You gain the following benefits:

  • Once on each of your turns, you can use a metamagic option on a spell you cast without spending sorcery points.
  • You can replace any metamagic options you know with different ones after finishing a long rest.

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Sorcerous Origins

Different sorcerers claim different origins for their innate magic.

Aberrant Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?


As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Aberrant Origins
d6 Origin
1 You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
2 A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.
3 You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.
5 As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
6 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!

Psionic Spells

1st-level Aberrant Mind feature


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


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

Psionic Spells
Sorcerer Level Spells
1st arms of Hadar, dissonant whispers, mind sliver*
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending
7th Evard's black tentacles, summon aberration
9th Rary's telepathic bond, telekinesis

Telepathic Speech

1st-level Aberrant Mind feature


You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Constitution modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.


The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Psionic Sorcery

6th-level Aberrant Mind feature


When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.


If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

6th-level Aberrant Mind feature


You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

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Revelation in Flesh

14th-level Aberrant Mind feature


You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Warping Implosion

18th-level Aberrant Mind feature


You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.


Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Magic

1st-level Clockwork Soul feature


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


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

Clockwork Spells
Sorcerer Level Spells
1st alarm, protection from evil and good
3rd aid, lesser restoration
5th dispel magic, protection from energy
7th freedom of movement, summon construct
9th greater restoration, wall of force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Manifestations of Order
d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
4 Floating equations and geometric objects overlay your body.
5 Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Restore Balance

1st-level Clockwork Soul feature


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


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

Bastion of Law

6th-level Clockwork Soul feature


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


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

Trance of Order

14th-level Clockwork Soul feature


You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.


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

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Clockwork Cavalcade

18th-level Clockwork Soul feature


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

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

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

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Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

1st-level Draconic Bloodline feature


You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.


You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Ancestry
Dragon Damage Type
Amethyst Force
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Crystal Radiant
Emerald Psychic
Dragon Damage Type
Gold Fire
Green Poison
Red Fire
Sapphire Thunder
Silver Cold
Steel Acid
Topaz Necrotic
White Cold

Draconic Magic

1st-level Draconic Bloodline feature


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


When you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals your Draconic Ancestry damage, from any spell list.

Draconic Spells
Level Spells
1st Command
3rd Dragon's Breath
5th Fear
7th Elemental Bane
9th Dominate Person
Ancestry Spells
Level Black, Copper Blue, Bronze Brass, Red
1st caustic brew witch bolt burning hands
3rd acid arrow dust devil scorching ray
5th gaseous form lightning bolt fireball
7th vitriolic sphere storm sphere wall of fire
9th contagion control winds immolation
Level Gold Green White, Silver
1st sleep ray of sickness ice knife
3rd warding wind suggestion snilloc's snowball swarm
5th slow stinking cloud sleet storm
7th resilient sphere dominate beast ice storm
9th flame strike cloudkill cone of cold
Level Amethyst Crystal Emerald
1st magic missile guiding bolt silent image
3rd locate object invisibility detect thoughts
5th dispel magic hypnotic pattern major image
7th resilient sphere divination phantasmal killer
9th legend lore wall of light mislead
Level Saphire Steel Topaz
1st thunderwave disguise self inflict wounds
3rd shatter acid arrow blindness/deafness
5th meld into stone nondetection vampiric touch
7th stone shape polymorph blight
9th hold monster far step antilife shell

Draconic Resilience

1st-level Draconic Bloodline feature


As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.


Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

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Elemental Affinity

6th-level Draconic Bloodline feature


Your draconic affinity has strengthened, granting you the following benefits:

  • You become resistant to the damage type of your Draconic Ancestry.
  • You can change the damage type of any spell you cast to the damage type of your Draconic Ancestry.
  • Whenever you cast a sorcerer spell that deals the damage type of your Draconic Ancestry, you can add your Constitution modifier (minimum of +1) to one damage roll of the spell.

Dragon Wings

14th-level Draconic Bloodline feature


You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.


You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

18th-level Draconic Bloodline feature


As an action, you can spend 5 Sorcery Points to emanate the aura of a dragon in a 60-foot radius, choosing awe or fear. For the next minute, creatures of your choice that start their turn within the aura must succeed on a Wisdom saving throw or be charmed (awe) or frightened (fear) until the aura ends. On a success, creatures are immune to this aura for 24 hours.

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Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.


A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.


In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

1st-level Divine Soul feature


Your link to the divine allows you to learn spells from the cleric class. When you prepare spells of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.


In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell when you reach certain levels in this class and based on your affinity, as shown in the Divine Soul Spells and Divine Affinity Spells tables. You learn an additional spell based on that affinity, as shown below. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.


It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Divine Soul Spells
Level Spell
1st guiding bolt
3rd prayer of healing
5th revivify
7th guardian of faith
9th dawn
Divine Affinity Spells
Affinity Spell
Good cure wounds
Evil inflict wounds
Law bless
Chaos bane
Neutrality protection from evil and good

Favored by the Gods

1st-level Divine Soul feature


Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest.

Empowered Healing

6th-level Divine Soul feature


The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.

Otherworldly Wings

14th-level Divine Soul feature


You can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.


The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

18th-level Divine Soul feature


You gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.


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

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Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.


The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks

d6 Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.

Shadow Casting

1st-level Shadow Magic feature


You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.


When you gain a sorcerer level, you can replace one spell from this feature with an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list of the same level.

Shadow Magic Spells
Sorcerer Level Spell
1st arms of Hadar, false life
3rd darkness, shadow blade
5th hunger of Hadar, summon shadowspawn
7th death ward, shadow of Moil
9th enervation, negative energy flood

Eyes of the Dark

1st-level Shadow Magic feature


You have darkvision with a range of 120 feet.


When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

1st-level Shadow Magic feature


Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.


After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Hound of Ill Omen

6th-level Shadow Magic feature


You gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you.


The hound appears in an unoccupied space of your choice within 30 feet of the target. The hound acts on your turn. It can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

14th-level Shadow Magic feature


You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

18th-level Shadow Magic feature


You can spend 5 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.


You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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Hound of Ill Omen

Medium monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 50ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge 1 (200 XP)

Shadow Essence. The hound can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

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

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

Shadow Predator. At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

Curse of Ill Omen. While the hound is within 5 feet of the target, the target has disadvantage on saving throws against spell and other magical effects.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.


Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Storm Magic

1st-level Storm Sorcery feature


You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.


When you gain a sorcerer level, you can replace one spell from this feature with another spell of the same level, that deals only lightning or thunder damage, from any spell list.

Storm Magic Spells
Sorcerer Level Spell
1st feather fall, thunderwave
3rd shatter, warding wind
5th call lightning, wind wall
7th storm sphere, summon elemental (air)
9th control winds, maelstrom

Heart of Winds

1st-level Storm Sorcery feature


Drawing upon the tempestuous magic within you allows you to take flight. When you cast a spell, you gain a temporary flying speed equal to your remaining movement speed, which lasts until the end of your current turn. This tempestuous flight does not provoke opportunity attacks, but If you end your movement while you are midair you fall to the ground at the end of your turn.


You can also speak, read, and write Auran, the language of the Elemental Plane of Air. By understanding Auran you can communicate with any creature that speaks Primordial, or one of its four dialects; Aquan, Auran, Ignan, and Terran.

Heart of the Storm

6th-level Storm Sorcery feature


The power of your inner storm has grown. You gain resistance to both lightning and thunder damage.


Also, whenever you cast a spell of 1st-level or higher that deals lightning or thunder damage, you can force any creature of your choice within 10 feet to make a Dexterity Saving throw, taking take 2d6 lighting or thunder damage (your choice) on a failed save, and half as much on a successful save.

Storm Guide

6th-level Storm Sorcery feature


You gain the ability to subtly control the weather around you.


If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.


As a bonus action, you can change the direction the wind is blowing within a 100-foot radius sphere centered on you. Changes to the wind last until the end of your next turn.

Windcaller

14th-level Storm Sorcery feature


You bend the wind itself to your call. You gain a flying speed equal to your walking speed, and while flying in this way your lower half becomes a tempestuous gale of swirling winds.


You also learn the wind walk spell. It counts as a sorcerer spell for you, and you always have it prepared. As an action, you can cast wind walk without expending a spell slot. Once you use this trait, you can't do so again until you finish a long rest.

Primordial Storm

18th-level Storm Sorcery feature


Your stormy soul has made you more elemental then mortal. You no longer need to eat, drink, or sleep, and you are immune to lightning and thunder damage.


In addition, when you take damage from a creature within 60 feet that you can see, you can use your reaction to rebuke them with elemental air. The attacker must make a Strength saving throw, and on a failed save, it takes thunder damage equal to your sorcerer level and is knocked back 20 feet.


You also gain a magical flying speed of equal to twice your walking speed. As an action, you can halve your flying speed for 1 hour and choose a number of creatures within 30 feet of you equal to twice your proficiency bonus. The chosen creatures gain a magical flying speed equal to your walking speed for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

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Wild Magic

Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

Wild Magic

1st-level Wild Magic feature


You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.


When you gain a sorcerer level, you can replace one spell from this feature with an evocation or transmutation spell from the sorcerer or wizard spell list of the same level.

Wild Magic Spells
Sorcerer Level Spell
1st chaos bolt, sleep
3rd enlarge/reduce, misty step
5th blink, hypnotic pattern
7th confusion, polymorph
9th animate objects, distort life

Wild Magic Surge

1st-level Wild Magic feature


Your spellcasting can unleash surges of untamed magic. Once per turn, if you cast a spell of 1st level or higher, roll a wild magic surge save with a DC of 10. On a success on the wild magic surge save increase the DC by 1. On a fail reset the DC of the wild magic surge DC and roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.


At the end of a long rest the DC for the wild magic surge save resets.

Tides of Chaos

1st-level Wild Magic feature


You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.


Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

6th-level Wild Magic feature


You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

14th-level Wild Magic feature


You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Fueled Chaos

18th-level Wild Magic feature


You are able to directly overcharge your spells at cost to your own well-being. When you roll damage for a sorcerer spell of 1st level or higher, you may spend a number of hit dice up to your Constitution modifier. You and any targets of the spell take force damage equal to the total rolled. You can use this feature only once per turn.

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d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 You cast fireball as a 3rd-level spell centered on yourself.
09-10 You cast magic missile as a 5th-level spell.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
d100 Effect
49-50 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you must shout when you speak.
63-64 You cast fog cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast mirror image.
87-88 You cast fly on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-00 You regain all expended sorcery points.

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Metamagic


The Metamagic options are presented in alphabetical order.

Adamant Spell

When you cast a spell, you can spend Sorcery Points equal to 1 + the level of the spell to make it immune to anti-magic spells like counterspell, dispel magic, or anti-magic field.

Adjacent Spell

When you cast a spell that requires you to make a ranged spell attack while there is an enemy creature within 5 feet of you, you can spend 1 Sorcery Point to make your ranged spell attack without disadvantage.

Blinding Spell

When you cast a spell that deals fire or radiant damage, you can spend 1 Sorcery Point to force one target of the spell to make a Constitution saving throw. On a failed save, the target blinded for one minute. The creature can repeat their saving throw at the start of each turn, ending the effect on a success.

Brutal Spell

When you cast a spell that deals damage, you can spend 2 Sorcery Points to empower the casting. If you roll the highest number of any of the spell's damage dice you can roll that die again and add it to the total damage. However, if you roll the lowest number on any of the spell's damage dice, you remove that die, and its damage, from the total damage of the spell.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your spellcasting modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. If the chosen creature would still take half damage, they would take no damage instead.

Cerebral Spell

When you cast a spell that forces an Intelligence or Charisma saving throw, you can spend 3 Sorcery Points and change the spell's saving throw to target the other ability score instead.


This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Concussive Spell

When you cast a spell that deals bludgeoning or thunder damage, you can spend 1 Sorcery Point to force one target of the spell to make a Strength saving throw. On a failed save, the target is knocked prone. Large or larger creatures have advantage on their Strength saving throw.

Delayed Spell

When you cast a spell targeting a creature, an object or an area, you can spend 1 + the spell's level in sorcery points to delay the effects of the spell by an hour, concentrating on the spell for the entire duration. You can spend additional sorcery points to extend the duration by an additional hour for each sorcery point spent. The spell fails and you do not regain your spell slot if you lose concentration unwillingly.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.


When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your spellcasting modifier (minimum of one). You must use the new rolls.


You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Esoteric Spell

When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 1 Sorcery Point to change the damage type of the spell to another from the list above.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 1 sorcery point to give one target of the spell disadvantage on its first saving throw made against the spell.

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Imbued Spell

When you cast a spell that has a range of self, you can spend Sorcery Points equal to 1 + the level of the spell to instead cast it with a range of touch, targeting a willing creature.


If the spell requires concentration, the creature you cast the spell on must concentrate on the spell.

Kinetic Spell

When you cast a spell that forces a Strength or a Dexterity saving throw, you can spend 2 Sorcery Points and change the spell's saving throw target the other ability score instead.


This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Linked Spell

When you cast a spell, you can spend 2 Sorcery Points and touch a willing creature within 5 feet, expending one of their spell slots to cast the spell in place of one of your spell slots.

Misdirecting Spell

When you cast a spell that originates from you, you can spend 3 Sorcery Points to cause the spell to appear as if it had originated from a point you can see within 30 feet.

Overcharged Spell

When you cast a spell has only one target, and requires you to make a ranged spell attack roll, you can spend 1 Sorcery Point to increase the critical hit range of that spell, allowing you to score a critical hit on a roll of 18, 19 or 20 on the d20.

Potent Spell

When you cast a spell that deals damage, you can spend 1 Sorcery Point to have the spell to ignore a single target's resistances to the damage of the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Recycled Spell

When you cast a spell, you can spend 1 Sorcery Point to possibly conserve your arcane energy. If the spell misses or fails to take effect, you can use your reaction to regain an expended spell slot of at least one level lower then the spell slot you use to cast the spell.

Resolute Spell

When you cast a spell that forces a Wisdom or a Constitution saving throw, you can spend 2 Sorcery Points and change the spell's saving throw target the other ability score instead.


This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Savage Spell

When you cast a spell that deals bludgeoning, piercing, or slashing damage, you can spend 1 Sorcery Point to change the spell's damage type to another from the list above.

Seeking Spell

When you make an attack roll for a spell and miss, you can spend 2 Sorcery Points to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit.


You can use Seeking Spell if you have already used a different Metamagic ability during the casting of the spell.

Shaped Spell

When you cast a spell with a range that affects an area, you can change the area's shape in one of the following ways (rounding down to the nearest 5 when needed):

  • If the spell's range is a line, you can change it to a cone of one quarter of the range or a single target spell with twice the range.
  • If the spell's range is a cone, you can change it to a 5-foot- wide line with double range.
  • If the spell's range is a cube, you can change it to a 5-foot- wide line with range of twice the size of the cube.
  • If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height or a 5-foot-wide line with range equal to twice the radius.
  • If the spell's range is a cylinder, you can change its area to a sphere of the same radius or a 5-foot-wide line with range equal to twice the radius.
  • You can use Shaped Spell even if you have already used a different Metamagic option during the casting of the spell.
Shielded Spell

When you cast a spell you can spend 2 Sorcery Points to ignore the effects of that spell for its entire duration.

Silent Spell

When you cast a spell, you can spend 1 Sorcery Point to cast a version of that spell that produces no sound. However, you must still speak the verbal components of the spell aloud as this Metamagic only removes the sound of the spell itself.

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Simplified Spell

When you cast a spell that requires concentration, you can spend a number of sorcery points equal to 1 + the spell's level to cast it without concentration, but the duration of the spell is reduced to 1 minute if it was higher.

Sturdy Spell

When you cast a spell that requires your concentration, you can spend Sorcery Points, up to your Constitution modifier (minimum of 1), to empower your focus. For each Sorcery Point you spend, you gain a +2 bonus to saving throws you make to maintain your concentration on that spell.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).


To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Unerring Spell

When you cast a spell that requires an attack roll or a Dexterity saving throw, you can spend 1 Sorcery Point to ignore the effects of half and three-quarters cover.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

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Warlock

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 3 2 2 1st
2nd +2 Eldritch Invocations 3 3 2 1st 2
3rd +2 Pact Boon 3 4 2 2nd 2
4th +2 Ability Score Improvement 4 5 2 2nd 2
5th +3 4 6 3 3rd 3
6th +3 Otherworldly Patron Feature 4 7 3 3rd 3
7th +3 4 8 3 4th 4
8th +3 Ability Score Improvement 4 9 3 4th 4
9th +4 4 10 4 5th 5
10th +4 Otherworldly Patron Feature 5 11 4 5th 5
11th +4 Mystic Arcanum (6th level) 5 11 4 5th 5
12th +4 Ability Score Improvement 5 12 4 5th 6
13th +5 Mystic Arcanum (7th level) 5 12 5 5th 6
14th +5 Otherworldly Patron Feature 5 13 5 5th 6
15th +5 Mystic Arcanum (8th level) 5 13 5 5th 7
16th +5 Ability Score Improvement 5 14 5 5th 7
17th +6 Mystic Arcanum (9th level) 5 14 6 5th 7
18th +6 5 15 6 5th 8
19th +6 Ability Score Improvement 5 15 6 5th 8
20th +6 Eldritch Master 5 15 6 5th 8

Otherworldy Patrons

d8 Patron
1 The Archfey
2 The Celestial
3 The Coven
4 The Fathomless
5 The Fiend
6 The Genie
7 The Great Old One
8 The Undead

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Class Features

As a warlock, you gain the following class features, which are summarized in the Warlock table.

Pact Magic

1st-level Warlock feature


Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know eldritch blast and two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.


For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.


The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.


Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Spellcasting Focus

You can use a spiritual focus as a spellcasting focus for your warlock spells.

Otherworldly Patron

1st-level Warlock feature


You have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Eldritch Invocations

2nd-level Warlock feature


In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.


You gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.


Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

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Pact Boon

3rd-level Warlock feature


Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, medium shields, and martial weapons.


Additionally, you can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.


Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.


You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter.


You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.


When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.


Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

Pact of the Grave

Your patron gives you a skull, a wand made of bone, or another small object made from a corpse. You can use this object as your spellcasting focus. Using this spell focus, you can animate a humanoid corpse as a zombie or skeleton, as though you had cast the Animate Dead spell on it. You can do this a number of times equal to your proficiency bonus, after which you can't do so again until you finish a long rest.


You can only have 1 undead creature under your control at a time through the use of this pact. If you try to use this feature to exceed this limit, you lose control of the undead you created first.


If you lose your spell focus, 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 spell focus. The spell focus turns to ash when you die.

Pact of the Hex

You gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Pact of the Mask

Your patron gives you a mask made of wood, metal or porcelain, called your Mask of Nightmares. You may summon or dismiss your mask as a bonus action. When you gain this mask choose one of the following skills: Deception, Insight, Intimidation, Persuasion or Stealth. As long as you are wearing your mask, you are proficient in the chosen skill, if you weren't proficient in it already, and you may double your proficiency bonus for each ability check that uses the chosen skill.


Additionally, you may use it as your spellcasting focus while you are wearing this mask.


If you lose your Mask of Nightmares, 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 mask. The mask turns to ash when you die.

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Pact of the Ring

Your patron gives you a ring made of metal, wood or stone, called the Soul Ring. You can use this ring to store a small part of the energy of the souls of the dead.


Whenever the wearer kills a living creature while wearing the ring, the ring gains a Soul die, which is a d4. The ring may have a maximum number of Soul dice at the same time equal to your Charisma modifier (minimum of 1), and may spend your Soul dice in the following ways:

  • Soul's Reprisal. Whenever you miss with an attack roll while wearing your ring, you may roll a soul die, and add the result to the total. The soul die is expended only if the check then succeeds.
  • Soul's Revenge. Whenever you deal damage to a creature while wearing your ring, you may expend a soul die, rolling it. The creature takes extra necrotic damage equal to the result.

If you lose your soul ring, 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 ring. The ring turns to ash when you die.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check or a saving throw, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.


If you lose the talisman, 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 amulet. The talisman turns to ash when you die.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.


If you lose your Book of Shadows, 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 book. The book turns to ash when you die.

Ability Score Improvement

4th-level Warlock feature


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. If your DM allows the use of feats, you may instead take a feat.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Mystic Arcanum

11th-level Warlock feature


Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.


You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.


At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master

20th-level Warlock feature


You gain the following benefits:

  • You gain the benefits of a second pact boon of your choice, which must be a different one than the one you already had.
  • When you roll initiative and have no pact slots remaining, you regain all of your pact slots.
  • You can replace any invocations you know with different ones for which you fulfill the requirements after finishing a long rest.

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Otherworldly Patrons


The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell List

1st-level Archfey feature


The Archfey 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.

Archfey Expanded Spells
Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming
9th mass polymorph

Fey Presence

1st-level Archfey feature


Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature within 10 feet of you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.


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.

Misty Escape

6th-level Archfey feature


You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.


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.

Beguiling Defenses

10th-level Archfey feature


Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

14th-level Archfey feature


You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.


Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.


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.

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The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.


Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List

1st-level Celestial feature


The Celestial 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.

Celestial Expanded Spells
Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration
9th mass heal

Bonus Cantrips

1st-level Celestial feature


You learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light

1st-level Celestial feature


You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.


As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your proficiency bonus. Roll the dice you spend, add them together, and restore a number of hit points equal to the total.


Your pool regains all expended dice when you finish a long rest.

Radiant Soul

6th-level Celestial feature


Your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resistance

10th-level Celestial feature


You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vegeance

14th-level Celestial feature


The radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Intelligence modifier, and it is blinded until the end of the current turn.


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

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The Coven

Grandmother, auntie, wood witch, medicine woman, crone; the strange creatures known as hags go by many names. Their motivations are often sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven's unorthodox magic?

Expanded Spell List

1st-level Coven feature


The Coven lets you choose from an expanded list of spells when you learn a warlock spell. Beginning at 1st-level, the following spells are added to the warlock spell list for you.

Coven Spells
Spell Level Spells
1st inflict wounds, ray of sickness
2nd alter self, enhance ability
3rd bestow curse, nondetection
4th dominate beast, polymorph
5th insect plague, skill empowerment
9th shapechange

Weird Magicks

1st-level Coven feature


The Coven you serve grants you knowledge of their unorthodox spellcasting. When you cast a warlock spell of 1st-level or higher, you can replace its damage type with a damage type from another warlock spell you know, altering the spell for this casting only.


Spells cast in this way resemble the strange magic of hags, and may be unrecognizable to traditional spellcasters.

Deviant Recovery

6th-level Coven feature


You have been granted rare insights into the magic of Covens. At the end of a short rest, in place of regaining one of your expended Pact Magic spell slots, you can impart that magical energy to a friendly spellcaster who completed the short rest with you. They immediately regain expended spell slots that have a combined level equal to or less than the level of your Pact Magic spell slot.


Once you impart magical energy with this feature you must finish a long rest before you can do so again.

Vile Resilience

10th-level Coven feature


You have served your Coven well and they have rewarded you with a strange magical ward. When you take damage from a spell or other magical effect, you can use your reaction to grant yourself resistance to the damage from the triggering spell or magical effect.


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

Shared Spellcasting

14th-level Coven feature


You have grown powerful enough to form a Coven of your own. At the end of a long rest, choose up to two other willing spellcasters to form your Coven with. While all members of the Coven are within 30 feet of one another, they can all cast any spell known or prepared by another member of the Coven in addition to their own spells. They must still expend their own spell slots to do so.


All members of a Coven are always aware of the direction and distance between them and the other members of their Coven, so long as they are on the same plane of existence.


The bond between the coven members remains in place until a coven member willingly resigns from the coven or dies, or you create a new coven. In either case, the coven is dissolved unless at least two members are still part of the coven.


Once you use this feature, you must finish a long rest before you can use it again.

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The Fathomless

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?


Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.


Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Expanded Spell List

1st-level Fathomless feature


The Fathomless 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.

Fathomless Expanded Spells
Spell Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, silence
3rd lightning bolt, sleet storm
4th control water, summon elemental (water only)
5th Bigby's hand (appears as a tentacle), cone of cold
9th storm of vengeance

Gift of the Sea

1st-level Fathomless feature


You gain a swimming speed of 40 feet, and you can breathe underwater.

Tentacle of the Deeps

1st-level Fathomless feature


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


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


As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.


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

Oceanic Soul

6th-level Fathomless feature


You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.


Additionally, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacles

10th-level Fathomless feature


You learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of 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.


Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.

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Fathomless Plunge

14th-level Fathomless feature


You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear in a body of water you’ve seen (pond size or larger) or within 30 feet of it on the same plane of existence, each of you appearing in an unoccupied space within 30 feet of the others.


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

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The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

1st-level Fiend feature


The Fiend 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.

Fiend Expanded Spells
Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow
9th meteor swarm

Dark One's Blessing

1st-level Fiend feature


When you or an allied creature within 30 feet of you reduces a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Wounding Blast

1st-level Fiend feature


You gain the ability to channel infernal energy to inflict wounds. You have a pool of d6s that you spend to fuel these inflictions. The number of dice in the pool equals 1 + your warlock level.


As an action, you can fire a blast of hellish flames at one creature you can see within 60 feet of you. Make a ranged spell attack roll, and on a hit, you can spend dice from the pool. The maximum number of dice you can spend at once equals your proficiency bonus. Roll the dice you spend, add them together, and inflict a number of fire damage equal to the total.


Your pool regains all expended dice when you finish a long rest.

Dark One's Own Luck

6th-level Fiend feature


You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.


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.

Fiendish Resilience

10th-level Fiend feature


You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

14th-level Fiend feature


When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.


At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.


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

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The Genie

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


You choose your patron’s kind or determine it randomly, using the Genie Kind table.

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

Expanded Spell List

1st-level Genie feature


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

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

Genies's Vessel

1st-level Genie feature


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

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

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

  • Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
  • Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.


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

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Elemental Gift

6th-level Genie feature


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


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

Sanctuary Vessel

10th-level Genie feature


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


As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.


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

Limited Wish

14th-level Genie feature


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


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

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The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.


Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List

1st-level Great Old One feature


The Great Old One 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.

Great Old One Expanded Spells
Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard’s black tentacles
5th dominate person, telekinesis
9th time stop

Awakened Mind

1st-level Great Old One feature


Your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Visions of the Other World

1st-level Great Old One feature


Every night, your dreams are haunted by the sight of abominations of arcane origins. You have began to analyze and learn more about these monsters. Whenever you make an intelligence check to re-call information about or relating to aberrations, fiends, monstrosities, oozes, or undead, you have advantage on the check.


If you spend at least 1 minute recalling information about a creature of any the listed creatures outside of combat, then you automatically learn its damage vulnerabilities, resistances, and immunities alongside any condition immunities it has.

Entropic Ward

6th-level Great Old One feature


You learn to magically ward yourself or your allies against attacks, inflicting a burst of psychic energy spikes within their psyche. When a creature makes an attack roll against you or an allied creature within 30 feet of you, you can use your reaction to impose disadvantage on that roll. Hit or miss, the creature takes 1d8 psychic damage. When you reach 10th level in this class, the psychic damage increases to 2d8.


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

Thought Shield

10th-level Great Old One feature


Your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

14th-level Great Old One feature


You gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.


You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

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The Undead

You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.


Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Expanded Spell List

1st-level Undead feature


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

Undead Expanded Spells
Spell Level Spells
1st bane, false life
2nd blindness/deafness, phantasmal force
3rd phantom steed, speak with dead
4th death ward, greater invisibility
5th antilife shell, cloudkill
9th time ravage

Among the Dead

1st-level Undead feature


You learn the spare the dying cantrip, which counts as a warlock cantrip for you. For you, you can cast it as a bonus action. You also have advantage on saving throws against any disease.


Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Form of Dread

1st-level Undead feature


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

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

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


The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched

6th-level Undead feature


Your patron's powers have a profound effect on your body and magic. You gain the following benefits:

  • You don't need to eat, drink, or breathe.
  • Once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage.
  • While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
  • If you put a severed body part of yours back in place, the part reattaches.

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Necrotic Husk

10th-level Undead feature


Your connection to undeath and necrotic energy now saturates your body. You gain the following benefits:

  • You have resistance to necrotic damage, and If you are transformed using your Form of Dread, you instead become immune to necrotic damage.
  • You age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
  • When you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.

Spirit Projection

14th-level Undead feature


Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.


Your spirit resembles your mortal form in almost every way, replicating game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).


While projecting your spirit, you gain the following benefits:

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

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

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Invocations

The Invocations are presented in alphabetical order.

Eldritch Blast Invocations

Agonizing Blast

Prerequisite: eldritch blast cantrip


When you cast eldritch blast, add your Intelligence modifier to the damage it deals on a hit.

Eldritch Spear

Prerequisite: eldritch blast cantrip


When you cast eldritch blast, its range increases to 300 feet.

Eldritch Strike

Prerequisite: eldritch blast cantrip


The range of your eldritch blast is reduced to 5 feet, it becomes a melee spell attack, and the damage die of each attack (beam) is increased from a d10 to a d12.


Any class features or Eldritch Invocations that effect the range of your eldritch blast no longer apply.

Elemental Blast

Prerequisite: eldritch blast cantrip


Whenever you hit a creature with your eldritch blast, you may choose to convert the damage dealt to one of the following damage types: acid, cold, fire, lightning or thunder.

Grasp of Hadar

Prerequisite: eldritch blast cantrip


Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Lance of Lethargy

Prerequisite: eldritch blast cantrip


Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Repelling Blast

Prerequisite: eldritch blast cantrip


When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

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2nd-level Invocations

Armor of Shadows

Prerequisite: none


You can cast mage armor on yourself at will, without expending a spell slot or material components.

Beast Speech

Prerequisite: none


You can cast speak with animals at will, without expending a spell slot.

Devil’s Sight

Prerequisite: none


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

Eldritch Mind

Prerequisite: none


You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

Prerequisite: none


You can cast detect magic at will, without expending a spell slot.

Eyes of the Rune Keeper

Prerequisite: none


You can read all writing.

Fiendish Vigor

Prerequisite: none


You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

Prerequisite: none


You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Mask of Many Faces

Prerequisite: none


You can cast disguise self at will, without expending a spell slot.

Misty Visions

Prerequisite: none


You can cast silent image at will, without expending a spell slot or material components.

Persecuted Escape

Prerequisite: none


You may take the Dash or Disengage action as a bonus action on your turn.

Thief of Five Fates

Prerequisite: none


You can cast bane once using a warlock spell slot. You can’t do so again until you finish a short or long rest.

Uncanny Senses

Prerequisite: none


Your senses are supernaturally sensitive. You gain proficiency with Perception, and your proficiency bonus is doubled for any ability check you make that uses this proficiency. Furthermore, you add you Charisma modifier to initiative rolls.

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3rd-level Eldritch Invocations

Aspect of the Moon

Prerequisite: Pact of the Tome feature


You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Accursed Specter

Prerequisite: Pact of the Hex feature


You can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).


The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.


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

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature


You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.


On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Death Eater

Prerequisite: Pact of the Ring feature


Whenever a creature dies within 20 feet of you while you are wearing your Soul Ring, if it had a soul as a reaction you may absorb it and gain a Soul die.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature


Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Hypnotizing Presence

Prerequisite: Pact of the Mask feature


While you are wearing your Mask of Nightmares, you may cast either the Charm Person spell or the Cause Fear spell once without consuming a spell slot or material components. After you have done so, you may not do so again until you finish a long rest.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature


You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.


In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.


Finally, the weapon you conjure can be a ranged weapon.

Investment of the Chain Master

Prerequisite: Pact of the Chain feature


When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Soul of the Grave

Prerequisite: Pact of the Grave feature


Whenever you use your skull spellcasting focus to cast a spell of 1st level or higher using a warlock spell slot or whenever you use your pact feature to animate a corpse, you gain 1d6 + your proficiency bonus temporary hitpoints.

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Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature


When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman’s wearer.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature


You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

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5th-level Invocations

Cloak of Flies

Prerequisite: 5th level warlock


As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.


The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Intelligence modifier (minimum of 0 damage).


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

Eldritch Smite

Prerequisite: 5th level warlock, Pact of the Blade feature


Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Far Scribe

Prerequisite: 5th level warlock, Pact of the Tome feature


A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.


You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.


As an action, you can magically erase a name on the page by touching it.

Galloping Dead

Prerequisite: 5th level warlock, Pact of the Grave feature


The number of creatures you can have under your control at the same time through the use of your pact increases by 2.


Furthermore, you may use your pact feature to reanimate a skeletal warhorse instead of a skeleton or zombie. You may have a number of skeletal warhorses under your control equal to half of the total number of creatures you can have under your control through the use of your pact, rounded down.

Ghostly Accuracy

Prerequisite: 5th level warlock, Pact of the Ring feature


Whenever you miss a creature with a spell or weapon attack, if you are wearing your Soul Ring you may expend a Soul dice, rolling it and adding it to the attack roll, potentially causing it to hit.

Gift of the Depths

Prerequisite: 5th level warlock


You can breathe underwater, and you gain a swimming speed equal to your walking speed.


You also learn the spell water breathing and can cast it using your warlock spell slots.

Gift of the Protectors

Prerequisite: 5th level warlock, Pact of the Tome feature


A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.


When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.


As an action, you can magically erase a name on the page by touching it.

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Maddening Hex

Prerequisite: 5th level warlock, Pact of the Hex feature


As a bonus action, you cause a psychic disturbance around the target cursed by your hex pact. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Intelligence modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mire the Mind

Prerequisite: 5th level warlock


You learn the spell slow and can cast it using your warlock spell slots.

One with Shadows

Prerequisite: 5th level warlock


When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Potent Magic

Prerequisite: 5th level warlock


When you gain this invocation, you may learn an additional cantrip and an additional 1st level or higher spell from the Warlock spell list that you could learn at your current level. These count as Warlock spells for you. Whenever you gain a level in this class, you may swap out the chosen cantrip and/or spell for another one you could learn at that level. You may cast the 1st level or higher spell once without expending a spell slot, after which you must finish a long rest to do so again.

Sign of Ill Omen

Prerequisite: 5th level warlock


You learn the spell bestow curse and can cast it using your warlock spell slots.

Thirsting Blade

Prerequisite: 5th level warlock, Pact of the Blade feature


You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tomb of Levistus

Prerequisite: 5th level warlock


As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.


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

Undying Servitude

Prerequisite: 5th level warlock


You learn the spell animate dead and can cast it using your warlock spell slots.

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7th-level Invocations

Bewitching Whispers

Prerequisite: 7th level warlock


You learn the spell compulsion and can cast it using your warlock spell slots.

Dreadful Word

Prerequisite: 7th level warlock


You learn the spell confusion and can cast it using your warlock spell slots.

Ghostly Gaze

Prerequisite: 7th level warlock


As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.


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

Mask of Silence

Prerequisite: 7th level warlock, Pact of the Mask feature


You may use your Mask of Nightmares as your spellcasting focus while you are wearing it.


Additionally, while wearing your mask you may cast spells without using verbal or somatic components a number of times equal to your Charisma modifier. After which, you cannot do so again until you finish a long rest.

Protection of the Talisman

Prerequisite: 7th level warlock, Pact of the Talisman feature


When the wearer of your talisman fails an ability check or a saving throw and use the talisman, they can add a d6 instead of a d4 to the roll, potentially turning the ability check or saving throw into a success.

Relentless Hex

Prerequisite: 7th level warlock, Pact of the Hex feature


Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex pact. To teleport in this way, you must be able to see the cursed target.

Sculptor of Flesh

Prerequisite: 7th level warlock


You learn the spell polymorph and can cast it using your warlock spell slots.

Trickster's Escape

Prerequisite: 7th level warlock


You learn the spell freedom of movement and can cast it using your warlock spell slots.

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9th-level Invocations

Armor of Hexes

Prerequisite: 9th level warlock, Pact of the Hex feature


Your hex grows more powerful. If the target cursed by your hex hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Ascendant Step

Prerequisite: 9th level warlock


You can cast levitate on yourself at will, without expending a spell slot or material components.

Heart of the Dragon

Prerequisite: 9th level warlock


You can cast Polymorph once targeting yourself and using a warlock spell slot. However, instead of being a beast, the new form can only be that of a dragon. You cannot use this feature to transform into creatures with legendary actions or resistances. All others rules of the spell apply. Once you've done this, you can't do so again until you finish a long rest.

Minions of Chaos

Prerequisite: 9th level warlock


You learn the spell conjure elemental and can cast it using your warlock spell slots.

Otherworldly Leap

Prerequisite: 9th level warlock


You can cast jump on yourself at will, without expending a spell slot or material components.

Relentless Dead

Prerequisite: 9th level warlock, Pact of the Grave feature


Whenever you create an undead through the use of your pact, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your warlock level.
  • The creature adds your Charisma modifier to its AC.
Spirit Shield

Prerequisite: 9th level warlock, Pact of the Ring feature


Whenever you are hit by an attack, if you are wearing your Soul Ring you may expend a soul die as a reaction, rolling it. You add the result to your AC until the start of your next turn, potentially causing the attack to miss.

Terrifying Presence

Prerequisite: 9th level warlock, Pact of the Mask feature


Whenever you deal damage to a creature, if you are wearing your Mask of Nightmares you may attempt frighten that creature. The creature must succeed on a saving throw against your spell save DC, or be frightened of you until the end of your next turn. You may not attempt to frighten more than one creature per turn this way, and once a creature has been frightened by this invocation it is immune to it until you finish a long rest.

Whispers of the Grave

Prerequisite: 9th level warlock


You can cast speak with dead at will, without expending a spell slot.

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12th-level Invocations

Army of the Dead

Prerequisite: 12th level warlock, Pact of the Grave feature


The number of creatures you can have under your control at the same time through the use of your pact increases by 3. Furthermore, undead creatures you create using your pact add your proficiency bonus to their attack rolls and to the damage they inflict.

Bond of the Talisman

Prerequisite: 12th level warlock, Pact of the Talisman feature


While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Lifedrinker

Prerequisite: 12th level warlock, Pact of the Blade feature


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

Mask of Death

Prerequisite: 12th level warlock, Pact of the Mask feature


Whenever you successfully charm or frighten one or more creatures during your turn while wearing your Mask of Nightmares, you may choose to deal an amount of psychic damage to one of those creatures equal to half your warlock level. This damage doesn't cause the charmed or frightened condition to end, and doesn't allow the creature to repeat their saving throw.

Master of Hexes

Prerequisite: 12th level warlock, Pact of the Hex feature


You can spread your hex from a slain creature to another creature. When the creature cursed by your hex dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Soul Trapper

Prerequisite: 12th level warlock, Pact of the Ring feature


While you are wearing you Soul Ring, you may expend a soul die to cast the Soul Cage spell once without consuming a spell slot and using your ring as the material component for the spell. Once you've done so, you may not do so again until you finish a long rest.

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15th-level Invocations

Chains of Carceri

Prerequisite: 15th level warlock


You can cast hold monster at will, without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Master of Myriad Forms

Prerequisite: 15th level warlock


You can cast alter self at will, without expending a spell slot.

Unseen Wings

Prerequisite: 15th level warlock


You can cast Fly targeting only yourself at will, without expending a spell slot.

Shroud of Shadow

Prerequisite: 15th level warlock


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

Visions of Distant Realms

Prerequisite: 15th level warlock


You can cast arcane eye at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level warlock


You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

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Wizard

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcane Recovery, Spellcasting 3 2 --- --- --- --- --- --- --- ---
2nd +2 Arcane Tradition 3 3 --- --- --- --- --- --- --- ---
3rd +2 Cantrip Formulas 3 4 2 --- --- --- --- --- --- ---
4th +2 Ability Score Improvement 4 4 3 --- --- --- --- --- --- ---
5th +3 --- 4 4 3 2 --- --- --- --- --- ---
6th +3 Arcane Tradition feature 4 4 3 3 --- --- --- --- --- ---
7th +3 --- 4 4 4 4 1 --- --- --- --- ---
8th +3 Ability Score Improvement 4 4 3 3 2 --- --- --- --- ---
9th +4 --- 4 4 3 3 3 1 --- --- --- ---
10th +4 Arcane Tradition feature 5 4 3 3 3 2 --- --- --- ---
11th +4 Spell Mastery 5 4 3 3 3 2 1 --- --- ---
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 --- --- ---
13th +5 --- 5 4 3 3 3 2 1 1 --- ---
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 --- ---
15th +5 --- 5 4 3 3 3 2 1 1 1 ---
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 ---
17th +6 --- 5 4 3 3 3 2 1 1 1 1
18th +6 Signature Spells (2nd level or lower) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells (3rd-level) 5 4 3 3 3 3 2 2 1 1

Arcane Traditions

d6 Tradition
1 Tradition of Blades
2 Tradition of Chronurgy
3 Tradition of Graviturgy
4 Tradition of Marksmanship
5 Tradition of Scripture
6 Tradition of War

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Class Features

As a wizard, you gain the following class features, which are summarized in the Wizard table.

Arcane Recovery

1st-level Wizard feature


You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.


For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.


You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Spellcasting

1st-level Wizard feature


As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

You know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

You have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

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


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


For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook.


If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


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

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.


The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.


A spellbook doesn't contain cantrips.

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Copying a Spell into the Book

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.


Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.


For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Copying from a Spell Scroll

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Replacing the Book

You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.


If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance

Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Tradition

2nd-level Wizard feature


You choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cantrip Formulas

3rd-level Wizard feature


You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement

4th-level Wizard feature


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. If your DM allows the use of feats, you may instead take a feat.


You can also replace one of your skill proficiencies with a different skill proficiency. This change represents one of your skills atrophying as you focus on a different skill.


You gain this feature again at 8th, 12th, 16th, and 19th level.

Spell Mastery

11th-level Wizard feature


As a master of the arcane arts, you have gained expertise in subjects few comprehend. Choose one school of magic that you have focused on, and gain its benefits:

Abjuration

You have advantage on saving throws and resistance against the damage of spells. Furthermore, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Conjuration

While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. Furthermore, the hit point maximum of any creature that you summon or create with a conjuration spell is increased by two extra hit points per hit die it has.

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Divination

You are always under the effects of the Nondetection and See Invisibility spells.

Enchantment

You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.


Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

Evocation

When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.


The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Illusion

When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.


Additionally, when you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real as a bonus action while the spell is ongoing. The object remains real for 1 minute, and the object can't deal damage or otherwise directly harm anyone.

Necromancy

You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, it is immune to the effect for 24 hours. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.


Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Transmutation

You can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

  • Bolstered Physique. Your walking speed increases by 10 feet and you gain proficiency in Constitution saving throws.
  • Bolstered Resilience. You gain resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
  • Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
  • Panacea. You are immune to poisons and diseases. Additionally, you can remove one curse or spell effect affecting you. Once you do so in this way, you can't do so again until you finish a long rest.
  • Restore Life. You learn the raise dead spell and can cast it once without expending a spell slot. Once you cast it in this way, you can't do so again until you finish a long rest.
  • Restore Youth. Your apparent age is reduced by 3d10 years, to a minimum of 15 years. This effect doesn't extend your lifespan.

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter's stone, the previous one ceases to function.

Signature Spells

18th-level Wizard feature


You have achieved such mastery over certain spells that you can cast them at will. Choose two wizard spells of 2nd level or lower that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.


At 20th level, you gain a 3rd-level wizard spell of your choice as a signature spell.

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Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

Tradition of Blades


Wizards following the tradition of blades master a tradition of wizardry that incorporates swordplay and spell casting.


In combat, a blade wizard uses a series of intricate, elegant maneuvers that fend off harm and allow the blade wizard to channel magic into devastating attacks and a cunning defense. Many who have observed a blade wizard at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Bonus Proficiencies

2nd-level Tradition of Blades feature


You gain proficiency with light armor, medium armor and martial melee weapons.

Blade Arcanum

2nd-level Tradition of Blades feature


You can invoke a secret magic called Blade Arcanum, provided you aren't wearing heavy armor. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Blade Arcanum, which lasts for 1 minute. It ends early if you are incapacitated or if you don heavy armor. You can also dismiss Blade Arcanum at any time you choose (no action required).


While your Blade Arcanum is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • You can use your Intelligence modifier instead of your Dexterity for the attack and damage rolls of your melee weapon attacks.
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

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

Extra Attack

6th-level Tradition of Blades feature


You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.


Additionally, while your Blade Arcanum is active, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Arcane Defense

10th-level Tradition of Blades feature


You can direct your magic to absorb damage while your Blade Arcanum is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to 1d8 times the spell's slot level.

Improved Blade Arcanum

14th-level Tradition of Blades feature


While your Blade Arcanum is active, your melee weapon attacks score a critical hit on a dice roll of 19-20, and on a critical hit with a melee weapon attack, you can make an additional attack as part of the Attack action.

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Tradition of Chronurgy


Focusing on the manipulation of time and fate, those who follow the Chronomancy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Chronal Shift

2nd-level Tradition of Chronurgy feature


You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.


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

Temporal Awareness

2nd-level Tradition of Chronurgy feature


Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls.


You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Momentary Stasis

6th-level Tradition of Chronurgy feature


As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.


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.

Arcane Abeyance

10th-level Tradition of Chronurgy feature


When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.


A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.


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

Convergent Future

14th-level Tradition of Chronurgy feature


The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Temporal Awareness feature, rather than two.


Furthermore, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).


When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

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Tradition of Graviturgy


Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Adjust Density

2nd-level Tradition of Graviturgy feature


As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).


While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.


Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

Gravity Ward

2nd-level Tradition of Graviturgy feature


You can weave gravity around yourself for protection. As an action, you can create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.


While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration or graviturgy spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.


Once you create the ward, you can't create it again until you finish a long rest.

Gravity Well

6th-level Tradition of Graviturgy feature


You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.


Furthermore, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Violent Attraction

10th-level Tradition of Graviturgy feature


When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.


Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.


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.

Event Horizon

14th-level Tradition of Graviturgy feature


As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.


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

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Tradition of Marksmanship


The Arcane Tradition of Marksmanship emphasizes the use of a ranged weapon as a spellcasting focus, teaching to release spells in ways which boost the caster’s destructive capability. They stand watch over the fringes of civil domains, keeping a keen eye out for trespassers and using magic-infused ranged weapons to defeat monsters and invaders before they can reach any settlements.

Bonus Proficiencies

2nd-level Tradition of Marksmanship feature


You gain proficiency with light armor, medium armor and martial ranged weapons.

Ranged Arcanum

2nd-level Tradition of Marksmanship feature


You learn a ritual that creates a magical bond between yourself and one ranged weapon, turning it into a Ranged Arcanum.


You perform the ritual over the course of 1 hour, which can be done during a short rest. The ranged weapon must be within your reach throughout the ritual, at the conclusion of which you touch the ranged weapon and forge the bond.


You may only bind one ranged weapon in this way. If you attempt to bond with a new ranged weapon, you must break your bond with the previous one. Once bound, you can't be disarmed of your Ranged Arcanum unless you are incapacitated. If it is on the same plane of existence, you can summon the Ranged Arcanum as a bonus action on your turn, causing it to teleport instantly to your hand.


You can use your Ranged Arcanum as a spellcasting focus for your wizard spells. It still functions as a regular ranged weapon, and can fire mundane ammunition. When attacking with it, you use your Intelligence modifier instead of your Dexterity. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


When you cast spells which require a ranged spell attack through your Ranged Arcanum, your Intelligence modifier is added to the damage roll. In addition, when you cast a cantrip which requires a ranged spell attack through your Ranged Arcanum, you can choose to have it be considered a ranged weapon attack instead. If you do so, the cantrip’s range is changed to that of your Ranged Arcanum, and you apply its bonuses to attack and damage rolls. If you cast it in this way, your Intelligence modifier is not added to the damage roll.

Extra Attack

6th-level Tradition of Marksmanship feature


You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Empowered Shot

10th-level Tradition of Marksmanship feature


You’ve learned to imbue your magic directly into your Ranged Arcanum, making for a fearsome offensive. As a bonus action, you can expend a spell slot to create an elementally fused ammunition for your Ranged Arcanum.


Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Within the next minute, you can use your action to release this stored energy, firing off a powerful magical blast.


Make a ranged weapon attack against a single creature you can see within 200 feet of you. On a hit, the target takes 2d8 damage of the chosen type per slot level of the spell slot expended + your Intelligence modifier.


You can hold only one such ammunition in your Ranged Arcanum at a time.

Enhanced Ranged Arcanum

14th-level Tradition of Marksmanship feature


Your chosen weapon becomes a true instrument of destruction:

  • When using your Empowered Shot feature, you score a critical hit on a dice roll of 19-20. When you do so, an additional 2d8 damage of the chosen type is added to the final damage roll, and your elementally fused ammunition ignore resistance to the chosen damage type.
  • Cantrips cast through your Ranged Arcanum deal an additional damage die of force damage.

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Tradition of Scripture


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


Among wizards, the tradition of scripture is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard following the tradition of scripture magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

Wizardly Quill

2nd-level Tradition of Scripture feature


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

  • The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
  • The gold you must spend to copy a spell into your spellbook equals 25 gold per spell level if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

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

Awakened Spellbook

2nd-level Tradition of Scripture feature


Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits:

  • You can use the book as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
  • When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

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

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Manifest Mind

6th-level Tradition of Scripture feature


You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).


While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).


Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.


The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.


Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Master Scrivener

10th-level Tradition of Scripture feature


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


The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, unless you unlock its magic formulae as an action for a maximum amount of people equal to your proficiency bonus. The spell vanishes from the scroll when cast or when you finish your next long rest.


You are also adept at crafting 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 Wizardly Quill.

One with the Word

14th-level Tradition of Scripture feature


Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.


Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.


Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.

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Tradition of War


A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.

Arcane Deflection

2nd-level Tradition of War feature


You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a bonus equal to your proficiency bonus to your AC or to the saving throw against that attack or spell.


When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Tactical Wit

2nd-level Tradition of War feature


Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

6th-level Tradition of War feature


You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.


You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one.


Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.


Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Durable Magic

10th-level Tradition of War feature


The magic you channel helps ward off harm. While you maintain concentration on a spell, you have a bonus to your AC and all saving throws equal to your proficiency bonus.

Deflecting Shroud

14th-level Tradition of War feature


Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

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Expanded &

Revamped

Character

Options

Thank you all once again for your input, and the time you took to analyse my last homebrew (Expanded Weapons & Armor). Feel free to use what you like, and leave out what you don't. I also don't mind if you want to use any of this in your own homebrew revamps. Enjoy the Expanded Character Options [5E]!

Cover Art

Content Credit

To-do List
  • Occultist
  • Bloodhunter
  • Backgrounds and new background traits
  • Additional Weapons (maybe even properties)