Sparre's Book of Brew

by AGuyNamedSparre

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Sparre's Book of Brew


Sparre's Book of Brew is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Reworks and ideas for the Monk and Monk Subclass used with permission from Treantmonk's Temple on Youtube.


Kibbles' Generic Spells is a generic free use source of elemental spells. A PDF to the full list of spells can be found here.

Art Credits

Cover Art - Enijoi, Coffee cup dragon
Part 1 Full art - Jaroslav Kosmina, Perkatory Roasters
Page 3 - Alex Defois, Dungeons and Dragons Explorer's Guide to Wildemount, Pallid Elf
Page 4 Right - Artist Unknown, Dungeons and Dragons Volo's Guide to Monsters, Elder Brain
Page 4 Bottom Left - John-Paul Balmet, Dungeons and Dragons Volo's Guide to Monsters, Flind
Part 2 Full art - Polar Engine, Heroes' Feast: The Official D&D Cookbook
Page 7 Bottom - Mitchell Malloy, Magic: The Gathering - Frantic Search
Page 8 Bottom Right - Greg Staples, Magic: The Gathering - Preeminent Captain
Part 3 Full Art - Magda Proski, Coffee Master
Page 10 Bottom Left - Kim Sokol, Ruinwaker
Page 10 Bottom Right - Seb McKinnon, Magic: The Gathering - Displacement Wave
Part 4 Full art - Polar Engine, Heroes' Feast: The Official D&D Cookbook
Page 14 Top - Cristi Balanescu, Magic: The Gathering, Verdant Mastery
Page 14 Bottom Right - Artist Unknown, Dungeons and Dragons Tasha's Cauldron of Everything, Dwarf Alchemist with Humunculus Servant
Page 15 Bottom - Artist Unknown Dungeons and Dragons Xanathar's Guide to Everything, Barbarian Subclasses
Page 16 Middle Right - Jarel Threat, Magic: The Gathering - Priest of Ancient Lore
Page 17 Bottom Right - Miguel Mercado, Magic: The Gathering - Dwarfhold Champion
Page 18 Top - Will Murai, Magic: The Gathering - Ojutai's Command
Page 20 Right - Steve Argyle, Magic: The Gathering - Monastery Swiftspear
Page 21 Right and Bottom - Chris Rallis, Magic: The Gathering - Steadfast Paladin
Page 22 Bottom - Adam Paquette, druid's compatriot
Page 23 Top Right - Robin Olausson, Magic: The Gathering - Rangers Hawk Adventures in the Forgotten Realms
Page 23 Bottom Left - Grzegorz Rutkowski, Magic: The Gathering - Tiger-Tribe Hunter
page 24 Right - Artist Unknown, Dungeons And Dragons Fizban's Treasury of Dragons - Drakewarden
Page 25 Bottom - jason chan, Magic: The Gathering - Akouma Dragonrider
Page 28 Top - Ryan Pancoast, Magic: The Gathering - Killian, Ink Duelist
Page 28 Bottom - Manuel Castañón, Magic: The Gathering - Beaming Defiance
Page 30 - Jason Chan, Magic: The Gathering - Omniscience
ASDIHUIDSUA - Kim Sokol, Magic: The Gathering - Ray of Frost
ASDIHUIDSUA - Jason rainbille, Magic: The Gathering - Mind Rake

Special Thanks

Thank you to everyone that provided feedback on the balance and helped me with the design process.
Big thanks especially to Aiir, Birdfacts, Dusk, ERJN, S1, and Vegerot who provided their valuable time to help me with this project.

Table of Contents


Part 1: Rules
Part 2: Character Creation
Part 3: Spells
Part 4: Classes & Subclasses
Artificer
Barbarian
Bard
Cleric
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard

Part 1

Rules

Weapons and Free Hands

Weapons or shields are considered free hands for the purpose of casting spells, however you may not take your free object interaction on the same turn you cast a spell if both hands are occupied with a weapon or shield.

The Rules As Written:

The Rules As Written for how the process for casting a spell when both hands are occupied is as follows: using a free action you drop one of your held objects, using that hand you may now perform the somatic and material components of your spells for the turn. As part of your movement or action, you may take a free object interaction to grab the dropped object at the end of your turn.


This carries very little risk for spellcasters, except in the cases where dropping an object may cause it to fall away from the caster such as on a particularly windy day in Pandemonium, if the caster is taking a stroll on the ceiling, or if a particularly annoyed Dungeon Master holds a monster's reaction to snatch their weapon from the ground after they drop it.


From an outsider's perspective they would see spellcasters dropping and picking up their weapons or shields continuously throughout a fight. This new rule aims to fix the disconnect with the fantasy and simplify the rule for new players.

Swapping Weapons

As part of your free object interaction, you may draw and sheathe up to two weapons, foci, or shields.

Unseeing Unseen Attackers

If you are an unseen attacker, you only get advantage on your attacks if you can see your target.

The Rules As Written

Rules as written, if you are attacking at a long range, you can cancel out the normal disadvantage you would have by casting a spell like fog or darkness on yourself to obscure your targets perception of you. This would grant you disadvantage on the attack because you cannot see your target (and also because you are at long range), but advantage because your target can not see you, negating all instances of advantage and disadvantage making it a straight roll. Also, two blind targets attacking each other have the same chance to hit as two people fighting with obscured vision.

Summons that aren't really Summons

Some spells, such as Spiritual Weapon or Bigby's Hand, allow the caster to summon something that isn't a creature, but is capable of delivering attacks. For the purposes of disadvantage and advantage, the caster being prone has no bearing on the attack of these summoned spell. Similarly, the caster being within 5ft of a prone target does not impact disadvantage or advantage, instead for the purpose of advantage and disadvantage, the summoned spell is considered the attacker against the target.

Targeting Objects

If a spell is capable of dealing damage and can normally only target creatures, that spell may target an object as well. This rule is subject to DM discretion, and certain spells may be excluded or included dependant on if the target makes sense.

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 attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

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

Know Your Enemy

In the course of your adventures you are likely to come upon unknown or exotic creatures. It may be pertinent to know how that creature behaves, how it might engage in a fight, if it has any particular strengths or weaknesses, or even what the creature is.

There are a number of ways an adventurer might go about doing this; they may seek a local library or institution of learning to gather research on the particular creature, they could carouse around town speaking to others that may have encountered such a creature before, or they may have heard a folk story when they were younger. Sometimes these resources aren't available to an adventurer, in these situations observation of the creature for an extended period of time may glean some useful information instead.

The table below shows what types of skill checks are appropriate for the creature's type. The suggested DC for a relevant ability check equals 10 + the creature's challenge rating, although the DC may be adjusted for creatures of particular notoriety or obscurity.

Type Suggested Skill
Aberration Arcana
Beast Animal Handling, Nature, or Survival
Construct Arcana
Dragon Arcana, History, or Nature
Elemental Arcana or Nature
Fey Arcana or Nature
Fiend Arcana or Religion
Giant History
Humanoid History
Monstrosity Nature or Survival
Ooze Arcana or Survival
Plant Nature or Survival
Undead Arcana or Religion

-

Power Attack

Before you make an attack with a weapon that you are proficient with or with unarmed strikes, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack's damage.

The Adventuring Day

Wizards of the Coast's ideal adventuring day, laid out on page 84 of the Dungeon Master's Guide, assumes a party will hand six to eight medium or hard encounters in a day, or even more encounters if they're considered easy encounters
This advice breaks down during real play, and many Dungeon Masters have found themselves struggling to provide a days worth of challenges to their parties.
One problem that I've found in my own experience as a Dungeon Master is that players often find themselves in a situation where if they're able to spend a whole hour resting then theres no reason why they couldn't just spend the time to long rest instead, gaining back all their valuable spell slots and resources. By reducing the time to short rest, my goal is to make short resting a more viable option to push the party to continue to move forward, rather than hunkering down to attempt a long rest whenever possible.

Take a Breather

Twicer per day, a character can take a short rest in only 10 minutes, during which a character does nothing more strenuous than eating, drinking, reading, tending to wounds, and catching their breath.

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 (minimum of 0). 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.

A character can't benefit from more than two short rests in a 24-hour period.

Part 2

Character Creation

Starter Feats

Every character has something that sets them apart, something that makes them unique and different from the other adventurers in the world. The fighter might also have a passion for cooking, or the rogue has a knack for language. When you create your character, choose an extra feat to add to your character. This feat can be any feat excluding from the list of restricted Starter Feats.

Restricted Starter Feats
Crossbow Expert
Crusher
Elven Accuracy
Fey Touched
Great Weapon Master
Gunner
Lucky
Piercer
Polearm Master
Resilient
Sentinel
Sharpshooter
Slasher
Warcaster
Variant humans, custom lineages, and starting at higher levels

If you gain a feat at character creation from other means, such as from your race or an ASI, you can still pick any of these restricted feats. This deny list simply limits the free feat all characters get.

Intelligence Matters

When you create your character, you gain a number of language or tool proficiencies equal to your Intelligence modifier, minimum of 0. If your modifier increases, you may learn an additional language or tool proficiency. If your modifier decreases, but isn't below 0, you lose a language or tool proficiency.

Feats

Charger

  • As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
  • If you move at least 20 ft. straight toward a creature and hit them with a melee attack on the same turn, the creature must succeed a strength saving throw or be knocked prone. The DC is 8 + your proficiency bonus + your Strength modifier.

Crossbow Expert

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

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 ft. of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • You can use a bonus action to attack with a hand crossbow you are holding, as long as you use your attack action to attack with a one-handed weapon in the same turn.

Dual Wielder

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

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • Dim light no longer imposes disadvantage on Wisdom (Perception) checks that rely on sight.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

Grappler

Prerequisite: Strength 13 or higher You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use the Attack action to make a special melee attack to attempt to pin a creature grappled by you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. To do so, make another grapple check. If you succeed, the creature is restrained and your speed falls to 0 until the grapple ends.

Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Once on your turn when you make a melee attack with a heavy weapon that you are proficient with, you can choose to attack an adjacent target that is within your reach. Make a single attack roll for both targets and roll damage separately. You don't add your ability modifier to the attack, unless that modifier is negative.

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.
  • You have advantage on all saving throws against illusion spells, as well any intelligence checks made to disbelieve an illusion.
  • Choose one of the following skills and double your proficiency bonus in it. If you are not proficient with any of the listed skills, instead choose one to gain proficiency. You may choose between: Arcana, History, Investigation, Nature, or Religion.

Savage Attacker

  • Increase your Strength by 1, to a maximum of 20.
  • When you roll damage for a critical hit with a melee weapon attack, you can replace one of the weapon dies with the maximum possible roll.

Sharpshooter

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

  • 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.
  • Once on your turn when you make an attack ranged weapon that you are proficient with, you can choose to attack an additional target that is within a straight line and within range. Make a single attack roll for both targets and roll damage separately. You don't add your ability modifier to the attack, unless that modifier is negative.

Shield Master

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

  • 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 that targets only you.
  • You can use a bonus action to try to shove a creature within 5 ft. of you with your shield.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Weapon Master

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • Your weapon attacks score a critical hit on a roll of 19 or 20.

PART 3

Spells

Spells marked with (S) are new.
Spells marked with (K) are from Kibble's Generic Elemental Spells.

Abi-Dalzim's Horrid Wilting

8th-level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of sponge)
  • Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.
Classes: Sorcerer, Warlock, Wizard

Ai'ir's Warp Strike (S)

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You throw your weapon used in the spell's casting with magical force at your target and teleport to it, striking with the energy of the spatial displacement. Make a melee attack with it against one creature within range. On a hit, you teleport to an unoccupied space within 5 feet of the target, it suffers the weapon attack's normal effects and takes an extra 1d8 force damage. On a miss, the weapon immediately teleports back to your hand.
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 above 1st.
Classes: Artificer, Ranger, Sorcerer, Warlock, Wizard

Blade Ward

Abjuration Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Until the spell ends, When a creature ends its turn within 5 feet of you they must succeed on a Dexterity saving throw or take 1d4 force damage.
Classes: Bard, Sorcerer, Warlock, Wizard

Control Flames

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes---such as the vague form of a creature, an inanimate object, or a location---to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Classes: Druid, Sorcerer, Wizard

Crackle (K)

2nd-level evocation


  • 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 slot of 3rd level or higher, you create one additional arc for each slot above 2nd.
Classes: Druid, Sorcerer, Wizard

Crashing Wave (K)

1st-level conjuration


  • Casting Time: 1 action
  • Range: self (15 foot cone)
  • Components: V, S
  • Duration: Instantaneous

A wave of water sweeps out from you. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not knocked back.
If you have a source of water at least 5 cubic feet within 5 feet when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Classes: Druid, Sorcerer, Wizard

Crown of Madness

2nd-level enchantment


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

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target attacks the nearest creature, other than itself, that it can safely reach on each of its turns with a melee attack. If multiple creatures are within range choose one at random. If the target cannot safely reach another creature by the end of its turn, the spell ends.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Classes: Bard, Sorcerer, Warlock, Wizard

Find Traps

2nd-level divination


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

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, a mechanical pit trap, a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

While this spell is active you have a +10 bonus to Wisdom (Perception) or Intelligence (Investigation) checks to find traps.
Classes Cleric, Druid, Ranger

Fortune's Favor

2nd-level divination


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes)
  • Duration: 1 hour

You impart latent luck to yourself or one willing creature you can see within range. If a creature is already under the effect of Fortune's Favor, the original spell is dispelled. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Classes: Artificer, Wizard, Sorcerer

Frost Fingers

1st-level evocation


  • Casting Time: 1 action
  • Range: self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save and it has disadvantage on the next weapon attack roll it makes before the end of its next turn, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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.
Classes: Wizard, Sorcerer

Grasping Vines

3rd-level Conjuration


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

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Classes: Druid, Ranger

Grease

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of pork rind or butter)
  • Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

The grease is flammable. Any 5-foot cube of grease exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Classes: Artificer, Wizard, Sorcerer

Gust

Transmutation Cantrip


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

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 10 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 10 pounds. The object is pushed up to 15 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
    Classes: Druid, Sorcerer, Wizard

Immovable Object

2nd-level transmutation


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: 1 hour

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
Classes: Artificer

Knock

2nd-level transmutation


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

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Classes: Artificer, Bard, Sorcerer, Wizard

Life Transference

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
**Classes:**Cleric, Warlock, Wizard

Magnify Gravity

1st-level transmutation


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

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
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.
Classes: Artificer

Mental Prison

6th-level illusion


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

ou attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Classes: Bard, Sorcerer, Warlock, Wizard

Power Word Pain

7th-level enchantment


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

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Classes: Bard, Sorcerer Warlock, Wizard

Sapping Sting

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Classes: Artificer

Shaen's Wall of Shadows (S)

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A broken hand mirror)
  • Duration: Concentration, up to 10 minutes

An inky wall of darkness appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 5th level or lower, can't illuminate the area. The wall effuses darkness and snuffs out any light or magically casted light of a lower level up to 120ft away, while putting the affected area into dim light.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area takes 4d8 necrotic damage.

Until the spell ends, you can use an action to launch a beam of necrosis from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 necrotic damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.
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 above 5th.
Classes: Sorcerer, Warlock, Wizard

Thaumaturgy

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Classes: Cleric, Warlock

Thunderclap

Evocation Cantrip


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

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage and is pushed 5 feet away from you.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 5 feet away from you by the spell's effect.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

Vegerot's Destruction (S)

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (holy or unholy symbol worth at least 500 gp)
  • Duration: Instantaneous

The target must make a Constitution saving throw. This spell instantly delivers 6d10 + 40 force damage on a failed save, or half as much on a successful one. A creature slain by this spell is consumed in holy (or unholy) fire (but not it's equipment or possessions). The creature can be restored to life only by means of a true resurrection or a wish spell.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
Classes: Cleric

Wall of Light

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a hand mirror)
  • Duration: Concentration, up to 10 minutes

shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall's area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.
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.
Classes: Cleric, Sorcerer, Warlock, Wizard

Witch Bolt

1st-level evocation


  • 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 action to deal 1d12 lightning damage to the target automatically. The spell ends if the target is outside the spell's range or if it has total cover from you at the start of your turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial and automatic damage increases by 1d12 for each slot level above 1st.
Classes: Sorcerer, Warlock, Wizard

Wristpocket

2nd-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
Classes: Artificer

PART 4

Classes & Subclasses

Artificer

Spellcasting

Cantrips

At 1st level, you know three 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.

Cantrips Known

Artificer's Cantrips Known column has an additional cantrip added over the published version.

Barbarian

Cleave

9th-level barbarian feature
When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.

Berserker

Frenzy

3rd-level Path of the Berserker feature
Starting when you choose this path at 3rd level, you can spend one hit dice to go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.

Intimidating Presence

10th-level Path of the Berserker feature
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 ft. 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 Strength modifier} or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 ft. away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Storm Herald

Storm Aura

3rd-level Path of the the Storm Herald feature
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you activate the effect again at the end of each of your turns. You can use your bonus action to stop or start your Storm Aura while you are raging. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever 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. Your rage is filled with the fiery heat of the burning desert in a 10 foot aura around you. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 4 at 5th} level, 6 at 10th level, 8 at 15th level, and 10 at 20th level.

Sea. Your rage is filled with the storms of the mighty sea in a 15 foot aura around you. 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 6th level, 3d6 at 10th level, and 4d6 at 14th level.

Tundra. Your rage is filled with the bitter embrace of the tundra in a 30 foot aura around you. When this effect is activated, each creature of your choice in your aura gains 2 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 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Shielding Aura

10th-level Path of the the Storm Herald feature
At 10th level, 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 within 15 feet of you.

Totem Warrior

Totem Spirit

3rd-level Path of the the Totem Warrior feature
    Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. Additionally, if you make a long jump before attacking a creature, your attacks against that creature have advantage until the end of your turn. The spirit of the tiger empowers your leaps.

Bard

Countercharm

6th-level bard feature
At 6th-level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. When an ally within 30 feet of you is forced to make a saving throw against an effect to be charmed or frightened, you can use your reaction to give them advantage on the saving throw. A creature must be able to hear you to gain this benefit.

Boundless Inspiration

20th-level bard feature, which replaces Superior Inspiration When you have no uses of Bardic Inspiration left, you can still inspire others and use your Bardic Inspiration die. This die is a d6 instead of your normal Bardic Inspiration die.

College of Swords

Fighting Style

3rd-level College of Swords feature
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again. Dueling.

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. Two-Weapon Fighting.

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

If you make an attack of opportunity, you can engage in two-weapon fighting as part of of the reaction.

College of Whispers

Psychic Strikes

3rd-level College of Whispers feature, which replaces the Psychic Blades feature
When you join the College of Whispers at 3rd level, you gain the ability to make your attacks magically toxic to a creature's mind.

When you damage a creature with a spell or 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 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Cleric

Nature Domain

Channel Divinity: Power of the Wild

2nd-level Nature Domain feature, which replaces Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to prepare your companions for the dangers of the wilds.

As an action, you bless yourself and a number of creatures equal to your wisdom modifier (minimum of one creature) you can see within 30 feet of you with a boon from your god. Each creature chooses one of the following adaptations:

  • The creature gains a swimming speed equal to its walking speed and can breathe underwater.
  • The creature's walking speed increases by 10 feet and it ignores difficult terrain.
  • The creature is immune to poison and disease.
  • The creature gains darkvision with a range of 60 feet and has advantage on Wisdom (Perception) checks. If the creature already has darkvision from its race, its range increases by 30 feet.

The chosen creatures gain this adaptation for 1 hour.

Master of Nature

17th-level Nature Domain feature At 17th level, you master the lessons of nature. When you finish a short or long rest, you can choose one of the adaptations provided by Channel Divinity: Power of the Wild. You gain this adaptation until you finish a short or long rest.

In addition, when you use your Channel Divinity: Power of the Wild you and your allies can choose two adaptations instead of one.

Peace Domain

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 1 minute or until you use this feature again. Creatures under the effect of Emboldening Bond may not be under the effect of Bless at the same time.

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.

Trickery Domain

Channel Divinity: Cloak of Shadows

6th-level Trickery Domain feature
Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible for up to 1 hour. You become visible if you end the effect as an action, or if you attack or cast a spell.

Twilight Domain

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. As a bonus action you grant any creature in the sphere 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.

You can grant yourself these benefits at the end of each of your turns, no bonus action necessary.

Fighter

Superior Technique

1st-level fighter feature
You learn two maneuvers of your choice. A list of the available options can be found under Battle Master in the Player's Hand Book and Tasha's Cauldron of Everything. 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 another superiority die and learn an additional maneuver at 5th, 11th, and 20th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

You gain two superiority dice, which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Fighting Style

Battle Master

You learn one maneuver of your choice and gain one additional superiority die. Additionally all your superiority dice become d8s.

Two-weapon Fighting

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

If you make an attack of opportunity, you can engage in two-weapon fighting as part of of the reaction.

Battlemasters

The Battlemaster Subclass has been removed in favor of moving its tools to the class as a whole and to all players.

Indomitable

9th-level fighter feature
Beginning at 9th level, if you fail a saving throw, you can choose to succeed instead, and 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.

Champion

Raw Force

3rd-level Champion feature
Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can spend one hit dice to exert yourself and gain advantage on that check.

Remarkable Athlete

7th-level Champion feature
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make.

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.

Eldritch Knight

War Magic

7th-level Eldritch Knight feature
Beginning at 7th level, you may make one weapon attack as a bonus action, as long as you use your action to cast a cantrip in the same turn.

Samurai

Elegant Courtier

7th-level Samurai feature
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Monk

Multiclassing
Ability Score Minimum: Dexterity 13 or Strength 13, Wisdom 13

Monk's Hit Dice is now 1d10 (or 6)
Your Martial Arts Die now scales as the following:

Level Martial Arts
1st 1d4
5th 2d4
11th 3d4
17th 4d4

Unarmored Defense

1st-level monk feature
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity or Strength modifier + your Wisdom modifier.

Ki

2nd-level monk feature
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing two such features: Flurry of Blows and Patient Defense. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 10 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

2nd-level monk feature
You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Stunning Strike

5th-level monk feature
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can attempt a stunning strike. The target must succeed on a Constitution saving throw against your Ki save DC or be stunned until the end of your next turn.

You can use this feature to attempt to stun an enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you have no uses left, you can use 2 ki point to deliver a stunning strike.

Evasion

7th-level monk feature
At 7th level, 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. As long as you're not unconscious or incapacitated, 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.

Stillness of Mind

7th-level monk feature
If you start your turn under the charmed or frightened condition, you can choose to end one effect causing you to be charmed or frightened. If you do so, you may not take your action on your turn. (You can still use your bonus action.)

Timeless Body

15th-level monk feature
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Empty Body

18th-level monk feature

Beginning at 18th level, you can use your bonus action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Way of Shadow

Shadow Arts

3rd-level Way of Shadow 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. You may cast each of these spells once without spending any ki. Once you do so, you can't cast it in this way again until you finish a long rest. Additionally, you gain the minor illusion cantrip if you don't already know it.

Shadow Step

6th-level Way of Shadow 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 melee attack you make before the end of the turn. Additionally, while you are standing in magical darkness you created with the Shadow Arts feature, you can see normally.

Way of the Ascendant Dragon

Wings Unfurled

6th-level Way of the Ascendant Dragon feature
When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish after 10 minutes. While the wings exist, you have a flying speed equal to your walking speed.

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 additional ki point when you activate Step of the Wind to use this feature again

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 effects:
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.
Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Lingering Breath. When you damage a creature within the aura with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature's turns, it takes damage of the type your breath dealt equal to one roll of your Martial Arts die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success. The effect ends if the creature leaves your aura.

Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Way of the Astral Self

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 use martial arts to make an unarmed strike as a bonus on your turn, you may make 2 unarmed strikes with the arms instead.
  • 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.

Way of the Drunken Master

Drunken Technique

3rd-level way of the Drunken Master feature
At 3rd level, you learn how to twist and turn quickly as part of your fighting style.

  • Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
  • Whenever you use Patient Defense, you can make one unarmed strike.

Drunkard's Luck

11th-level Way of the Drunken Master feature
You always seem to get a lucky bounce at the right moment. 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 make that roll at advantage instead.

Way of Four Elements

Disciple of the Elements

3rd-level Way of the Four Elements feature
The Ki cost for all disciplines has been reduced by 1 (minimum of 1 Ki point).

Whenever you would learn one elemental discipline, you instead learn two.

You learn the Gust, Control Flames, Mold Earth, and Shape Water Cantrips.

Bender of Elements

11th-level Way of the Four Elements feature
Your training with the elements has allows you to use some of your elemental disciplines for free. Starting when you reach 11th level, the Fangs of the Fire Snake and Shape the Flowing River Elemental Disciplines cost 0 ki instead of 1 ki to use. (Fangs of the Fire Snake still costs 1 ki to deal extra damage.)

Way of the Kensei

Sharpen the Blade

11th-level Way of the Kensei feature
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 kensei 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 and stacks with the existing bonus to attack and damage rolls of a magic weapon, but cannot total more than a +3. This bonus lasts for 1 minute or until you use this feature again.

Way of the Long Death

Hour of Reaping

6th-level Way of the Long Death feature
Your soul has been touched by the shadow of death. When you take this action, each creature of your choice within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Way of the Open Hand

Wholeness of Body

6th-level Way of the Open Hand feature
You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a short rest before you can use this feature again.

Tranquility

11th-level Way of the Open Hand feature
You can enter a special meditation that surrounds you with an aura of peace. At the end of a short rest, you gain the effect of a sanctuary spell that lasts until the start of your next short rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Way of the Sun Soul

Radiant Sun Bolt

3rd-level Way of the Sun Soul feature
You have learned to hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can make one special attack as a bonus action. You can spend 1 ki point to make the special attack twice as a bonus action instead. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. When you gain the Stunning Strike feature, this special attack can be used to attempt a stunning strike.

Searing Arc Strike

6th-level Way of the Sun Soul feature
You gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 1 ki points to cast the burning hands spell as a bonus action, except the damage is radiant instead of fire.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (1 plus any additional points) that you can spend on the spell equals half your monk level.

Searing Sunburst

11th-level Way of the Sun Soul feature
You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you 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 Dexterity saving throw. A creature doesn't need to make the save if the creature is behind total cover that is opaque. A target takes 2d6 radiant damage on a failed save and is blinded until the end of your next turn, or half as much on a successful one and isn't blinded.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Paladin

Divine Smite

2nd-level paladin feature
When you hit a creature with a melee attack, you can expend one spell slot to deal radiant damage to the target, in addition to the normal attack'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 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Improved Divine Smite

11th-level paladin feature
By 11th level, you are so suffused with righteous might that all your melee strikes carry divine power with them. Whenever you hit a creature with a melee attack, the creature takes an extra 1d8 radiant damage.

Oath of the Ancients

Channel Divinity: Nature's Wrath

3rd-level Oath of the Ancients feature
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As a bonus 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. A creature restrained by the vines can use its action to make a saving throw against your spell save DC. On a success, it frees itself and the vines vanish.

Oath of Glory

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 30 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, instead the walking speed of any ally who starts their turn within 30 feet of you increases by 10 feet until the end of their next turn.

Ranger

Animal Companion

1st-level optional ranger feature, which replaces the Favored Enemy feature
You gain a beast companion that accompanies you and is trained to aid you in your adventures. Choose either Stalwart, Ferocious Or Swift --- this will determine the stat block your companion will have.

In combat, the companion 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. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the companion to take the Attack action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

If the companion 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 companion returns to life after 1 minute with 1d8 + your Wisdom modifier hit points restored.

If the companion dies, or is dismissed, you can obtain another one by spending 8 hours bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.


Stalwart

Medium beast, Unaligned


  • Armor Class 14 + PB (natural armor)
  • Hit Points 6 + Six times your ranger level (the companion has a number of Hit Dice [d10s] equal to your ranger level)
  • Speed 40ft.
  • Proficiency Bonus (PB) equals your bonus

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge

Primal Bond. You can add your proficiency bonus to any ability check or saving throw your companion makes.

Actions

Maul. Melee Weapon Attack: 3 + your PB to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.

Reactions

Guardian. When a creature that the companion can see attacks a target other than the companion within 5 ft. of the companion, the companion can use its reaction to impose disadvantage on the attack roll.


Ferocious

Medium beast, Unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 + Five times your ranger level (the companion has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40ft., climb 40 ft.
  • Proficiency Bonus (PB) equals your bonus

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge

Charge. If the companion moves at least 20 ft. straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw your companion makes.

Actions

Rend. Melee Weapon Attack: 3 + your PB to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing damage.


Swift

Small beast, Unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 4 + Four times your ranger level (the companion has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10ft., fly 60 ft.
  • Proficiency Bonus (PB) equals your bonus

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge

Flyby. The companion doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw your companion makes.

Actions

Shred. Melee Weapon Attack: 3 + your PB to hit, reach 5 ft., one target. Hit: 1d4 + PB slashing damage.

Fighting Style

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. If you make an attack of opportunity, you can engage in two-weapon fighting as part of of the reaction.

Nature's Veil

10th-level ranger optional feature, which replaces the Hide in Plain Sight feature
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you and your companion 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 proficiency bonus, and you regain all expended uses when you finish a long rest.

Beast Master

Ranger's Companion

3rd-level Beast Master feature
Your focused training with your companion improves the prowess of your companions as you reach 3rd level. Your companion's weapon attacks gain a +2 bonus to damage rolls, except for the swift companion which gains a +3 bonus instead.

In addition, whenever you use a spell slot of 1st level or higher to return your companion to life, your companion returns to life with all its hit points restored. If your companion dies, whenever you finish a long rest you can perform a ritual to bring it back to life. Your beast returns to life after 1 minute with all its hit points restored.

Exceptional Training

7th-level Beast master feature
Beginning at 7th level, on any of your turns when you do not use a bonus action to command your companion, you command the beast to take the Dash, Disengage, or Help action on its turn, no action required by you. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Drakewarden

Draconic Gift

3rd-level Drakewarden feature
The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:
Draconic Fury. When you hit a creature with an attack roll, you can call on your draconic bond to mark the target for 1 minute. The first time on each of your turns that you hit the marked enemy and deal damage to it, including when you mark it, you can infuse that strike with draconic essence, causing the target to take an extra 1d6 damage of the type determined by the Draconic Essence of your drake.

You can use this feature to mark an enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can only use this feature if your drake is within 60 feet of you.
Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Drake Companion

3rd-level Drakewarden feature
Your animal companion is replaced with a draconic companion when you reach 3rd level. As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake 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 drake can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.



Drake Companion

Small dragon, Unaligned


  • Armor Class 14 + PB (natural armor)
  • Hit Points 6 + Five times your ranger level (the companion has a number of Hit Dice [d10s] equal to your ranger level)
  • Speed 40ft.
  • Proficiency Bonus (PB) equals your bonus

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Damage Immunities determined by the drake's draconic essence trait
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic
  • Challenge

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait.
Draconic Bond. You can add your proficiency bonus to any ability check or saving throw your companion makes.


Actions

Bite. Melee Weapon Attack: 3 + your PB to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage.


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.
Guardian. When a creature that the companion can see attacks a target other than the companion within 5 ft. of the companion, the companion can use its reaction to impose disadvantage on the attack roll.

Bond of Fang and Scale

7th-level Drakewarden feature
The bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:
Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature.
Magic Fang. The drake's Bite attack deals an extra 1d6 damage of the type chosen for the drake's Draconic Essence.
Resistance. You gain resistance to the damage type chosen for the drake's Draconic Essence.

Horizon Walker

Planar Warrior

3rd-level Horizon Walker feature
At 3rd level, you learn to draw on the energy of the multiverse to augment your Animal Companion.

When you command your animal companion to attack, choose one creature you can see. The next time your companion hits a creature 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.

Monster Slayer

Slayer's Prey

3rd-level Monster Slayer feature Starting at 3rd level, you can focus your ire on one foe, increasing the harm your companion inflicts on it. When you command your companion to attack a creature, you can designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that your companion hits that target with a weapon attack, it takes an extra 1d6 damage from the attack.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Rogue

Cunning Action: Shove

2nd-level rogue feature
As a bonus action you can make a single shove attack against a creature within your reach.

Evasion

7th-level rogue feature
At 7th level, 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. As long as you're not unconscious or incapacitated, 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.

Inquisitive

Eye for Detail

3rd-level Inquisitive feature
Starting at 3rd level, 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.

In addition, whenever you spot a hidden creature that is invisible, you ignore the disadvantage from attacking that invisible creature.

Mastermind

Soul of Deceit

17th-level Mastermind feature
Starting at 17th level, 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. You also gain the following benefits:

  • 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.
  • If you succeed on a saving throw against a charm effect, you are aware of the spell's attempt to charm you and can cause the creature that attempted to charm you to believe the spell was a success rather than a failure with a successful Charisma (Deception) check contested by the creature's Wisdom (Insight) check.
Reworked Assassin Subclass

This rework replaces the existing subclass with one I feel is more interesting to play and lends itself to a more cooperative gameplay experience. The rework attempts to keep the themes of infiltration and assassination, while adding a unique toxin mechanic that offers more choices than the original class offered.

Assassin

You focus your training on the grim art of death and poisons. Those who adhere to this archetype are diverse---hired killers, spies, and bounty hunters. Stealth and Poisons are the tools of the trade of the assassin, utilizing exotic concoctions to covertly exterminate their targets or cripple opponents in combat.

Deadly Substances

3rd-level Assassin feature
Starting at 3rd level your mastery over toxins has taught you to create a variety of unique maladies.

When you deal Sneak Attack damage to a creature, you can replace that damage with poison damage. If a creature takes Sneak Attack damage from you, you can choose to apply one of the following additional toxin effects:

  • The creature is affected by a lethargic toxin, for the duration the affected target takes a -2 penalty to AC and Dexterity saving throws.
  • The creature is affected by a enervating toxin, for the duration the affected target's speed is reduced by 10 feet, and it can not take reactions.
  • The creature is affected by a decaying toxin, for the duration the affected target cannot regain hit points.
  • The creature is affected by a wilting toxin, for the duration the target is poisoned. Additionally Choose one of acid, cold, fire, lightning, poison, thunder. For the duration if the affected target has immunity to the chosen type, they gain resistance instead. If the affected target has resistance, they lose resistance to the chosen type instead.

These effects of your toxins last until the end of your next turn, and when you deal Sneak Attack damage you can choose to extend the duration of your toxin or apply a new one. Creatures immune or resistant to the poisoned condition are not immune or resistant to your toxins. A creature can only be under the effect of one of your toxins at a time.

Bonus Proficiencies

3rd-level Assassin feature
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. You are also particularly deft at applying poisons, you can apply poison to a weapon or ammunition as a bonus action, instead of an action.

Imposter

9th-level Assassin feature
At 9th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least an hour 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.

Built-Up Immunity

13th-level Assassin feature
Your exposure to toxins has built-up your immunity to poisons. You are immune to poison damage and the poisoned condition.

Additionally you can create a vial of antitoxin with your poisoner's kit in one hour of downtime. This antitoxin is volatile and only remains potent for one hour.

Death Strike

17th-level Assassin feature
Starting at 17th level, you become a master of death. When you attack and hit a creature with your sneak attack for the first time in a combat, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. The additional damage you deal is poison damage instead of the damage type you would normally deal.

Sorcerer

Sorcery Points

2nd-level sorcerer feature
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level.

In addition when you finish a short rest you can spend a number of hit die equal your proficiency bonus to recover 1 sorcery point for each hit die used in this way. Once you use this feature you cannot gain it's benefits again until you finish a long rest.

You regain all spent sorcery points when you finish a long rest.

Metamagic

3rd-level sorcerer feature
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain another one at 6th, 9th, 12th, 15th, and 19th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Metamagic Options

When you choose Metamagic options, you have access to the following additional options.

Disruptive Spell

When you cast a spell that deals damage or forces a creature to make a saving throw, you can spend 1 sorcery point for each creature affected to cause disruptive magic to rip through the air along with your spell and cling to them. Until the end of your next turn, whenever an affected creature attempts to cast a spell, they must make an ability check using their spellcasting ability. The DC equals 10 + the spell's level. On a failure the spell fails and has no effect. If a creature avoids the effect of your spell they also avoid the effect of this metamagic.

Mimicked Spell

When you see a spell cast within 60 feet of you, you can spend a number of sorcery points equal to 1 + the spell's level and your reaction to hold that spell in your mind for up to 1 minute or until you lose your concentration (as if you were concentrating on a spell) or cast it. While you maintain concentration on the held spell, you may cast that spell as if it is a spell you know. You must cast the mimicked spell at the level it was originally cast. That spell counts as a sorcerer spell for you and Charisma is your spellcasting ability for that spell.

Repelling Spell

When you hit any number of creatures with a spell, you can spend 2 sorcery points to make those creatures make a Strength saving throw or be pushed 10 feet away from the origin of the spell in a straight line.

Targeted Spell

When you cast a spell that affects multiple creatures in area, you can spend 1 sorcery points to instead affect only one creature within range.

Metamagic Mastery

20th level optional sorcerer class feature, which replaces Sorcerous Restoration
At 20th level, your metamagic costs 1 less sorcery point to use. The normal restrictions on metamagic still apply.

Subclass Spells

Each Sorcerer subclass now gets access to a list of subclass spells, each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Divine Soul Spells

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 spell from the cleric or sorcerer spell list.

Sorcerer Level Spells
1 shield of faith
3 lesser restoration, prayer of healing
5 daylight, remove curse
7 divination, banishment
9 commune, greater restoration

Dragonic Spells

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 evocation or a illusion spell from the bard, sorcerer, or wizard spell list.

Sorcerer Level Spells
1 cause fear, chromatic orb
3 alter self, dragon's breath (the damage type is of your draconic ancestor)
5 fear, Ashardalon's stride (the damage type is of your draconic ancestor, rather than fire damage)
7 polymorph, hallucinatory terrain
9 summon draconic spirit (the family is of your draconic ancestor), control winds

Shadow Spells

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 illusion or an necromancy spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1 cause fear, arms of Hadar
3 blindness/deafness
5 fear, summon shadowspawn
7 blight, dimension door
9 enervation, Shaen's wall of shadows (a spell from part 3)

Storm Spells

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 evocation or a transmutation spell from the druid, sorcerer, or wizard spell list.

Sorcerer Level Spells
1 thunderclap (cantrip), thunderwave, fog cloud
3 crackle (a sepll from part 3), gust of wind
5 call lightning, tidal wave
7 ice storm, storm sphere
9 maelstrom, skyburst (a spell from part 3)

Wild Magic Spells

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 conjuration or a transmutation spell from the sorcerer, warlock, or wizard

Sorcerer Level Spells
1 chaos bolt, magic missile
3 fortune's favor, levitate
5 blink, fireball
7 confusion, polymorph
9 far step, reincarnate

Wild Magic

Wild Magic Surge

1st-level Wild Magic feature
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, add 1 to your surge counter and roll a d20. If you roll equal to or below your surge counter, reset your surge counter to 0 and roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

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 and you add to your surge counter, add 2 instead of 1 to that counter. If a Wild Magic Surge occurs you regain the use of this feature.

Warlock

Multiclassing

Ability Score Minimum: Intelligence 13 or Charisma 13

Pact Magic

Cantrips

You learn three cantrips: eldritch blast and two other 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.

Spellcasting Ability

Warlocks may choose between Charisma or Intelligence for their spellcasting ability. Once made, this choice cannot be changed. Charisma or Intelligence is your spellcasting ability for your warlock spells, so you use your Charisma or Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Charisma or Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one, or for any of your warlock class abilities.

Spell Save DC = 8 + your proficiency bonus +

your Charisma or Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Charisma or Intelligence modifier

Pact Boon

Pact of the Blade

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 (see chapter 5 for weapon options). 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.

The Hexblade

Hex Warrior

1st- level Hexblade feature
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Wizard

Graviturgy

Adjust Density

2nd-level Graviturgy Magic 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 you use this feature again.

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.

School of Transmutation

Minor Alchemy

2nd-level School of Transmutation feature
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each minute you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or if ended early as action, the material reverts to its original substance.

School of Enchantment

Alter Memories

14th-level School of Enchantment Feature
At 14th level, 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 + 1d4. You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.