Classes and Subclasses of Abbeorht

by Fouren

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Fouren's Guide to

Classes and Subclasses

PART VI

Classes and Subclasses

Heroes and Villains of Abbeorht

Mortals are the most versatile creatures that inhabit the world of Abbeorht, as they can adapt, change and assume new and different ways of living, adapt to new surroundings and completely change their way of living for survival and a better future.

This is also true for those exemplary mortals that become so skillful and powerful that develop a "class", according to their knowledge and natural abilities. A class is an archetype of character that reunites a series of abilities (named features) that those who follow said class eventually learn or develop, becoming ever stronger as they continue gaining experience and power. This experience is reflected as "levels" for characters. All characters start at 1st level of one class, and continue gaining levels in that or any other class of their chose.

The world of Abbeorht has 15 classes, which are themselves further divided into more than 260 "subclasses", archetypes or specializations that differentiate characters as they gain different abilities, unique to them that members of other subclasses will hardly imitate.

Most characters can only have a single subclass, as it often is associated with the origin of their abilities or the way they have focused their training, making it impossible to follow two different paths, and almost impossible for all to eventually change their subclass, with the exception of warlocks.

Each class can fulfill different roles, some of them can cover all of them, but will never do it effectively, as each character will incline itself to a specific kind of play. The world of Abbeorht requires cooperation to survive, and lone wolfs or wannabe uber people quickly dies alone: This hostile world requires cooperation from different adventurers to even hope to hardly survive in the long run.

The following sections contain a short description of each class, as well as their available subclasses.

Artificer

Inventors, Creators and masters of tools, these individuals specialize in technology, and use it to channel their wonderful magic that most often than not is confused with science. They are usually associated with the idea of controlling and restraining magic to protect others and to better study it. They specialize in support and utility.

Artificer Subclasses
Subclass Description
Alchemist Specialists in chemical reactions and alchemical crafting. They serve as heal and support.
Armorer Blacksmiths that specialize in crafting modular armors. They serve mainly as tank and support.
Artillerist Inventors that love to produce destructive pieces of artillery. They specialize in damage.
Aviator These engineers create and pilot their own flying devices. They specialize in utility.
Battle Smith Inventors that use their abilities to create mechanical assistants. They serve as support and damage.
Biomechanic Engineers that modify their own bodies to better serve their needs. They can specialize in any role.
Gemologist Expert jewelers that imbue gems to aid and protect their allies. They serve as support.
Grenadier War inventors with a love for chaos and explosions. They serve as damage and control.
Gunsmith Gun crafters that have learned to masterfully use their inventions. They specialize in damage.
Horologist Inventors that have attained limited control over time. They specialize in support and control.
Infiltrator Secret agents that use technology to complete their missions. They serve as utility and scout.
Mystic Weaver Tailors that have learned to weave an arcane tapestry around them. They serve as supports.
Reanimator Mad scientists that delve into the limits of life and death. They serve as heal and support.
Rune Sculptor Arcane sculptors that create and imbue golems with magic. They serve mainly as tank and off-damage.
Storm Fighter Scientists that combine martial training with electricity. They serve mainly as damage.
Toxicist Chemical experts that use their knowledge of poisons to fight. They serve as off-damage and debuff.

Barbarian

Savage warriors that throw themselves into battle fueling their attacks with a primal rage that enhances their resistance and combat abilities.

They fuel their combat proficiency with their rage, which is not only being angry, but a complex and powerful way to tap into a primal energy that accompanies every single mortal, but who only a few can successfully tap into. They serve mainly as tanks and off-damage.

Barbarian Subclasses
Subclass Description
Ancestral Guardian These warriors call forth their ancestors to aid them in battle. They serve as tanks.
Baelfire Barbarians touched by flames that can burst and smite their enemies. They serve as damage.
Beast Warriors cursed by a lesser form of theriantrhopy. They serve as damage.
Battlerager Lunatics that throw themselves into combat surrounded of spikes. They sarve as damage.
Berserker Warriors that enter a dangerous and destructive battle trance. They serve as damage.
Dragon Soul Barbarians that posses some kind of draconic heritage. They specialize as damage.
Earth Shaker Warriors that share a primal connection to earth. They serve as off-damage and control.
Primal Hunter Barbarians that prefer fight with throwing weapons- They serve as off-damage and support.
Profane Pact Barbarians that are patronized by an otherwordly entity. They serve as utility and damage.
Savage Brute Warriors that wield destructive and enormous weapons with ease. They excel as damage.
Shaman Spiritual leaders that speak with the tribe's ancestors. They serve as utility and supports.
Skald Musicians that boost their allies with their songs. They serve as utility and support.
Storm Herald Warriors that adopt the spirit of some elements. They serve as either support and/or damage.
Totem Warrior Barbarians who fight under the patronage of a primal spirit. They can serve as almost any role.
Tornado Swift warriors that have adopted the essence of wind. They serve as control and off-damage.
Warlord Warriors born to lead their troops into glorious battle. They serve as support and control.
Whispers Maddened individuals that have heard the stars whispering. They serve as control and damage.
Wild Magic Strange barbarians that link their rage to a wild magic surge. They serve as damage.
Wrangler Nomads that bond with beasts to use them as their mounts. They serve as damage.
Zealot Virtually immortal warriors at the service of the gods. They serve as off-damage and support.

Bard

Artists of all types that domain the word and the music, molding the tapestry of the ley lines through their majestic music and heavenly voices.

These strange spellcasters know how to produce magical effects using music, either as continual songs, or as specific directed chords (that most will known as spells). They can produce a wide variety of magical effects but fewer times compared to wizards. They specialize in support and utility.

Bard Subclasses
Subclass Description
Creation Musicians that use their art to animate objects around them. They serve as utility and off-damage.
Dance Artists that combine martial training and swift, beautiful moves. They serve as supports.
Eloquence Bard with silver tongues that are true masters of language. They serve as support and utility.
Entropy Bards that have learned to "control" and imbue chaos magic into their music. They serve as utility.
Evergreen Musicians with a deep connection to the primal nature. They serve as healers and supports.
Faith Bard that serve a specific god spreading it's word around the world. They serve as utility.
Foolhardy Daredevils that inspire others with their dangerous stunts. They serve as off-tanks and supports.
Glamour Bards that have adapted some fey magic into their art and music. They serve as control and support.
Journeys Uncommon and joyful musicians that have specialized in traveling and planar magic. They serve as utility.
Lore Researchers that excel at recovery and acquisition of lore and magical secrets. They serve as utility.
Shanties Joyful musicians and companions that keep high the morale of crews. They serve as supports.
Sorrows Bard that prefer the gloomy and depressive versions of art. They serve as debuff and control.
Spirits Mediums that use different methods to contact the dead and ask for their help. They serve as support.
Swords Warriors that mix martial prowess and bardic magic in combat. They serve as off-damage and control.
Valor Inspiring soldiers that fight side to side with their allies. They serve as off-damage and support.
Warsong Bards with a calling for battle that command their troops claded in metal. They serve as supports.
Whispers Bards that have heard and learned too much about the eldritch. They serve as utility and off-damage.

Blood Hunter

Deadly warriors that serve as monster hunters that have undergo an unholy ritual of blood magic, enhancing their abilities to better hunt those who hunt us all.

Blood Hunters gain access to a variety of curses powered by their unholy blood to debilitate their opponents. Also, they learn alchemical formulas using their own blood to prepare concoctions that enhance their combat abilities. They widely excell as damage and off-tanks.

Blood Hunter Subclasses
Subclass Description
Damned An order of vampiric warriors that hunt using their dreadful curse. They serve as utility and control.
Flagellant Warriors that have inured themselves to pain through flagellation. They serve as tanks.
Ghostslayer Warriors that train to fight the inhabitants of the ethereal plane. They serve as off-damage and utility.
Green Strider An order of forest warriors that drink the sap of ancient plants. They serve as utility and control.
Hell Knight An unholy order of hunters that harvest fiendish blood. They serve as off-tanks and off-damage.
Ironmaster Forge masters that specialize in enchanting metal equipment. They serve as off-tanks and off-damage.
Therian A group of hunters that have adopted the curse of therianthropy. They serve as damage.
Profane Soul Warriors that drink the blood of creatures to enter a pactwith them. They serve as utility.
Voidreaver Aberration hunters with the powerful ability to warp reality. They serve as control and off-damage.
Witchbane An order that specializes in exterminating spellcasters. They serve as utility and off-tank.

Cleric

Servants of the divine powers of the world, these individuals serve a specific deity that in exchange grants them a myriad of abilities to serve their purposes.

They receive specific training according to the purpose they are to fulfill inside their faith, known as clerical calling, being able to specialize in different areas. They can fulfill any role in the game with the correct combination of clerical calling and divine domain, as well as their miracles and spells.

Cleric Subclasses
Subclass Description
Arcana Divine controllers and researchers of all types of magic in its purest form. They serve as utility.
Blood Bloodthirsty clergy that uses blood to hurt and heal others. They serve as off-damage and heal.
Chaos Lovers and preachers of disorder, entropy and destruction. They serve as off-tank and support.
Darkness Dwellers of the night that use darkness to their advantage. They serve as control and damage.
Death Expert necromancers that raise powerful undead to their servitude. They serve as damage.
Forge Masterful crafters and blacksmiths off cities and temples. They serve as utility and off-tank.
Grave Holy mortals that separate and protect the living from the dead. They serve as healers and support.
Knowledge Researchers and explorers that search for knowledge around the world. They serve as utility.
Life Holy clergy that has as a purpose protect and preserve life wherever they go. They serve as heal.
Light Wielders of the most bright and warm magic around the world. They serve as damage and support.
Love These loving and charming clerics are known for their magnetic magic. They serve as utility and control.
Luck Wielders of fortune, they bless and curse creatures in their path. They serve as debuff and support.
Madness Feared preachers and researchers of forbidden and eldritch lore. They serve as damage and control.
Nature Guardians of the wilds and the primal inhabitants of the world. they serve as utility and support.
Order Law enforcers that dedicate themselves to preserve civilization. They serve as support and control.
Pain Sadomasochist clerics that see suffering as a need for life. They serve as damage and support.
Peace Pious and calm champions of divinity that preach peace among mortals. They serve as support and utility.
Plague Spreaders of toxins and disease, these clerics delve in pestilence. They serve as off-damage and debuff.
Tempest Volatile spellcasters that smithe their enemies with lightnings. They serve as damage.
Trickery Clerics that serve as spies, burglars and field agents of their deities. They serve as utility and scout.
Twilight These clerics are tasked with the protection of others by their deities. They serve as utility and support.
Valor Generals that inspire their allies to strike true in battle. They serve as support.
War Martial champions capable of defeating whole armies by themselves. They serve as off-damage and support.
Water Preachers of the sea's magnificence that bless mariners and fishers. They serve as support and control.
Wealth Rich clergymen that use their influence and money to their advantage. They serve as utility and support.
Winter Dwellers of snowy lands that carry frost and cold with them. They serve as damage and control.

Druid

Nature's protectors, these primal spellcasters attune themselves to the natural world to a deep personal level, becoming one with the land they protect.

These primal spellcasters can use their connection to nature to cast spells that are specific to a land if they attune to it, and can transform themselves into animals to better fulfill their role of protectors. They are mainly utility and can also cover control and support.

Druid Subclasses
Subclass Description
Blood Pagan druids that use blood as a fuel for their forbidden magic. They serve as heal and off-damage.
Depths These druids transform into monstrous beings using the essence of the far realm. They serve as damage.
Dreams These druids protect dreams and dreamers using a potent fey magic. They serve as heal and support.
Dunes Trained in arid dessert lands, these druids summon sands to do their biding. They serve as control.
Fallen These necromancers call forth the dead to protect nature. They serve as utility and off-damage.
Life Using their primal magic these druids ensure the survival of life. They serve as heal.
Moon These druids transform themselves into fearsome beasts to fight. They serve as damage and off-tank.
Roots They have the ability to command and transform themselves into plants. They serve as support and utility.
Scales Through secret rituals these druids transform into dinosaurs and other reptiles. They serve as damage.
Seasons They can change their abilities adopting the fleeting essence of seasons. They serve as utility and off-damage.
Seeds These druids learned to bloom seeds to summon plants allies. They serve as off-tank and utility.
Shepherd Using fey magic, they summon and protect creatures to their aid. They serve as utility and support.
Spores Delvers of death and decay, these druids use fungi to harm others. They serve as damage and off-tank.
Stars These druids guide their allies aided by the light of the night stars. They serve as support.
Stones Geomancers that use their magic to protect the land and its inhabitants. They serve as tank and support.
Storms Lightning wielders that throw deadly storms at their enemies. They serve as damage.
Sun Blessed druids that fight at melee using the radiance of the sun. They serve as tank and off-damage.
Tides Riders of the waves that use their connection to the water to heal others. They serve as heal and support.
Thorns Avengers of the land that wreathe themselves in thorns to fight. They serve as damage and off-tank.
Vermin These druids command with ease the gross plagues of the land. They serve as damage and control.
Wildfire These druids are embodiments of consumption and reborn for life. They serve as heal and damage.

Fighter

Expert warriors that have trained to the peak of their physical limit, using their weapons and armors with a masterful degree across the battlefield.

They are the best warriors of the world, being able to exploit their armors and weapons to their maximum capabilities, learning specific forms of using them known as maneuvers, that grant them their legendary status. They can cover both damage and tank roles, often favoring one over the other.

Fighter Subclasses
Subclass Description
Arcane Marksman Masterful marksmen who imbue magic into their projectiles. They serve as damage and control.
Banneret Inspiring warriors that bolster their comrades' morale. They serve as supports and off-damage.
Battle Master Fighters that dominate combat with martial maneuvers. They serve as damage and or tank.
Cavalier Valiant cavalry that use their threat and mobility to excel in combat. They serve as tank.
Champion Warrior that train themselves to reach peak performance. They serve as damage and or tank.
Defender Protectors and bodyguards that help and defend others in need. They serve as tank.
Dread Knight Fearful warriors that channel necrotic energy through themselves. They serve as damage.
Echo Knight Fighters that have learned to create and control shadow copies. They serve as damage.
Eldritch Warrior Warriors that wield magic obtained through otherwordly pacts. They serve as damage and/or tank.
Gunslinger Marksmen that specialize in firearms and deadly and precise shots. They serve as damage.
Mage Knight Warriors that combine both martial and arcane proficiency. They serve as damage and/or tank.
Marksman Traditional sharpshooters that prefer subtlety and distance. They serve as damage.
Master-At-Arms Deadly warriors that have mastered all armors and weapons. They serve as damage and/or tank.
Polearm Specialist Soldiers that have trained to master range and lethality. They serve as damage or off-tank.
Psi Warrior Capable warriors that have awakened their psychic abilities. They serve as damage and utility.
Pugilist Martial Artists that prefer heavy blows and deadly chokes. They serve as damage.
Rune Knight Individuals that draw magic from the old runes of giants. They serve as tank and off-damage.
Samurai Quick and deadly swordsmen that use their training to defy death. They serve as tank.
Scoundrel People who shuns honor and use everything to their favor. They serve as damage and utility.
Tactician Masterminds that flawlessly command their troops to victory. They serve as Support and utility.
Templar Devote warriors that tirelessly hunt monsters and magic users. They serve as damage and support.
War Tinkerer Fighters that enhance themselves through war technology. They serve as utility and damage.

Monk

These mortals train to awaken the inner energy that all living being posses, being able to accomplish impossible deeds through meditation and physical training.

These rare and meditative warriors learn to tap into their inner energy though meditation and contact with their soul, molding it and strengthening it to the point it can be used as a weapon and an unlimited fuel for their bodies. They specialize in mobility and utility.

Monk Subclasses
Subclass Description
Ascendant Dragon Monks that shape their soul to channel powerful draconic essence. They serve as damage.
Astral Self Individuals that learn to exude their souls as both weapon and armor. They serve as damage.
Drunken Master Martial artists that learn to move with ease though battle. They serve as off-damage and movility.
Exorcist Benevolent souls that protects mortals from evil outsiders. They serve as utility and off-damage.
Five Beasts Versatile martial artists that shift stances mimicking different beasts. They serve as damage.
Four Elements Monks that attune their souls to the elemental essence of the world. They serve as damage.
Iron Fist Monks that deal devastating blows using ancient giant techniques. They serve as damage and off-tank.
Justiciar Masked monks that fight using anonymity as their weapon. They serve as off-damage and off-tank.
Kensei Martial artists that smoothly combine their training with deadly weapons. They serve as damage.
Long Death Assassins that delve into death to prolongate their own lifespans. They serve as damage.
Mercy Monks that learn to manipulate the ki of others with their own. They serve as off-damage and heal.
Open Hand Traditionalists that seek balance Through their martial arts. They serve as off-damage and utility.
Rebel Monks that suspended their training and learned fighter techniques. They serve as damage.
Shadow Subtle monks that use shadows to spy, fight and assassinate. They serve as scout and utility.
Staff Master Warriors that use their quarterstaves for attack and defense. They serve as off-damage and utility.
Sun Soul Monks that have shaped their souls to shine and smite their enemies. They serve as damage.

Paladin

These zealous warriors turn themselves to their dogmas and oaths, gaining power from upholding their promises to the divine word of deities of Abbeorht.

They uphold a promise to the oath they take, and the divine nature of the oath is what grants them the power they wield, and the power in exchange increases their zealousness to the cause they fight for, fueling their ability to smite their enemies and heal the living. They serve as damage and off-tanks.

Paladin Subclasses
Subclass Description
Ancients Striders of Fraedus, they fiercely protect nature and it's inhabitants. They serve as tank and control.
Baator Servers of Asmodeus, they obey and command the forces of hell. They serve as damage and control.
Beauty Created by Elain, these paladins live to protect art and beauty. They serve as control and support.
Corsair Mariners of Vodach, they carry freedom and bravery around the world. They serve as damage and support.
Conquest Generals of Tromos, these paladins seek to conquer life and the world. They serve as damage and control.
Crown Knights of Madur who seek to protect rule and those who represent it. They serve as tank and control.
Dead Guardians of Vefaris that protect the living and put the dead to rest. They serve as heal and utility.
Devotion Protectors of Brahl, they live to preserve life and expel evil. They serve as off-damage and control.
Glory Heroes of Aine, they inspire others through their legendary deeds. They serve as support and tank.
Healing Doctors of Heilsa who travel the world healing the sick and wounded. They serve as heal and support.
Hunter Hunters of Marah, these knights sworn to end the lives of monsters of the world. They serve as damage.
Justice Inquisitors of Bil'Mak who ensure law is obeyed and punish criminals. They serve as damage and utility.
Radiance Justiciars of Belenus that carry hope and light in their weapons. They serve as damage and utility.
Redemption Saints of Charon that forgive sinners and purify evil of the world. They serve as tank and utility.
Vengance Avengers of Selendis, they have sworn to bringe retribution with their own blades. They serve as damage.
Watchers Vigilantes of Alhmar who protect mortals and shuns outsider influence. They serve as utility and control.

Ranger

Primal warriors that use their connection to the primal natural world to improve their combat ability and summon powerful beasts to fight along them.

They are specialists in exploration and use natural primal magic in tandem to increase their martial abilities. They fight in tandem with powerful beasts that are summoned from the beastlands, which help them as companions, allies and mounts. They serve mainly as scouts, utility and damage.

Ranger Subclasses
Subclass Description
Beast Master Primal warriors that train the most lethal beasts of the world. They serve as off-tank and off-damage.
Bounty Hunter Hunters that specialize in capturing and incapacitating their preys. They serve as control.
Drakewarden Rangers that bond with a draconic spirit that faithfully aids them in battle. They serve as damage.
Falconer Primalists that summon hunting spirits in the form of birds of prey. They serve as scout and damage.
Fey Wanderer Servants of fey courts that carry their chaotic and lively magic. They serve as mobility and control.
Fire Warden Disciples of the fenix lord that protect mortals and civilization. They serve as damage and heal.
Gloom Stalker Dwellers of dark places who use shadows as their weapons while hunting. They serve as damage.
Gravewalker Rare rangers that were brought back from death to protect the land. They serve as utility and off-damage.
Horizon Walker Planar travelers that protect the borders between realms. They serve as off-damage and mobility.
Hunter Primal warriors that deeply specialize in specific types of situations. They serve as damage.
Light Bearer Servants of celestial agents that weave radiance into their weapons. They serve as damage and utility.
Therian Rangers that embrace therianthropy as a weapon to protect nature. They serve as damage and off-tank.
Mage Hunter A feared group of rangers that specialize in fighting magic. They serve as off-damage and utility.
Mariner Protectors of coast and sea that specialize in aquatic combat. They serve as control and utility.
Monster Slayer Hunters that accept to bring down any creature that puts mortals in danger. They serve as damage.
Swarmkeeper Rangers who can command little creatures of nature to aid them. They serve as control and utility.
Urban Stalker Rangers that have learned to fight and survive in urban settings. They serve as control and utility.

Rogue

Some mortals prefer subtle ways and the use of their wits and intelligence to overcome their obstacles, favoring precision and stealth over brute force.

They know how to move quickly and take advantage of any situation at their hand, favoring skirmishes and rakish attacks with quick retreats instead of prolonged combat. They learn to act, move and attack with elegant precision. They serve as utility, scout and damage.

Rogue Subclasses
Subclass Description
Arcane Trickster Scoundrels that further expand their tool-kit with arcane magic. They serve as utility and control.
Assassin Individuals that have specialized in the arts of ending other's lives. They serve as damage.
Deceiver Rogues that specialize in complex deceptions and illusions. They serve as control and utility.
Gambler Weird rogues who have been blessed with extraordinary luck. They serve as utility and off-damage.
Inquisitive Investigators that know how to exploit the little details. They serve as off-damage and utility.
Mastermind Tactical minds who use their intelligence as a prime resource. They serve as off-damage and support.
Phantom Strange rogues that receive "a little hand" from the spirits of the dead. They serve as damage.
Quickshot Deadly shooters that aim flawlessly with their guns. They serve as control and off-damage.
Scout Rogues who excel at exploration and reconnaissance missions. They serve as mobility and scout.
Shadow Rogues who fuse with darkness using the magic of the shadowfell. They serve as mobility and utility.
Skinchanger Mortals chosen by a totem who grants them shapeshifting abilities. They serve as scout and utility.
Soulknife Rare rogues who use their psionic abilities to strike their foes. They serve as damage an utility.
Surgeon Surgeons with (sometimes) professional anatomic knowledge. They serve as off-damage and heal.
Swashbuckler Rakish duelists with quick feet that excel at single combat. They serve as off-damage and mobility.
Thief Quick rogues that excel at the "acquisition" of many goods. They serve as utility and mobility.
Thug Brutish combatants that use their strength to smack and grapple their foes. They serve as damage.

Sorcerer

Having a natural affinity for magic, these individuals can control the energy that flows through their bodies with ease, becoming living embodiments of the arcane.

Sorcerers are innate spellcasters, having the ability to produce magic using their willpower. Their natural and potent sorcery allows them to carefully shape their spells to better serve the exact purpose they require. They can fulfill almost any role, depending on their subclass and spells.

Sorcerer Subclasses
Subclass Description
Aberrant Mind Mortals touched by the far realm that developed magical psionic abilities. They serve as utility.
Arcane Weaver Sorcerers with an innate affinity to a school of magic. They can serve any roll but tank and heal.
Beast Blood Sorcerers that use the magic of therianthropy to their advantage. They serve as damage.
Clockwork Soul Beings touched by the strange and perfect order of the plane of Mechanus. They serve as support.
Deadsoul Mortals whit an entangled an undead soul trapped inside them. They serve as off-damage and control.
Draconic Bloodline Individuals with a strong draconic ancestry that replicates their magic. They serve as damage.
Divine Soul Beings touched by the divine energy of a deity that grants them holy magic. They serve as heal.
Eternal Blood Beings with magical blood who use their power to nourish their spells. They serve as damage.
Fate Seer Strange mortals with the ability to foretold and see the future. They serve as utility and support.
Fey Touched Mortals with fae blood that join a court to awaken their magic. They serve as control and utility.
Fiend Spawn Descendants of fiends who are feared for their corrupt magic. They serve as damage and off-tank.
Frost Magic Sorcerers with icy veins that can produce winter at will. They serve as off-damage and control.
Greenwalker Beings with a natural affinity for plants and druidic magic. They serve as support and control.
Hag Daughter Females born to heinous hags that inherited part of their mother's magic. They serve as debuff.
Muscle Magic Beings with giant blood that makes them stronger and healthier. They serve as off-damage and off-tank.
Royal Bloodline Mortals born with the divine and righteous destiny to rule over others. They serve as support.
Shadow Magic Mortals touched by the shadowfell with the ability to command shadows. They serve as utility.
Stone Soul Sorcerers who command the earth and stone at their will. They serve as support and off-tank.
Storm Sorcery Free beings deeply touched by the elemental plane of air. They serve as damage and utility.
Sword Saint Mortals with a strange soul with an affinity for bladed magic. They serve as damage.
Vulcan Heart These sorcerers wield the explosive magic of the elemental plane of fire. They serve as damage.
Wave Child Sorcerers who can suddenly unleash the ire of the sea over their enemies. They serve as control.
Wild Magic Dangerous beings who can unleash uncontrolled magic. They can serve any roll but tank and heal.

Spellblade

Mixing their magical knowledge with their martial training, those who walk the dogma of a spellblade become able to channel planar magic through their weapons.

The dogma of a spellblade molds not only their magic and fighting style, but their whole life, and their ability to channel the planar energy associated to their dogma grants them the ability to strike with their blades while casting spells. They serve as a mixture of tanks, damage and utility.

Spellblade Subclasses
Subclass Description
Arcane Aegis Proud and tireless defenders that protect others with their magical shields. They serve as tank.
Divine Steel Disciples of Mount Celestia who combat and smite evil all around the world. They serve as damage.
Elementalism Versatile masters of the elements who adapt to different situations. They serve mainly as utility.
Ghost Walking Unorthodox warriors that draw energy from the ethereal plane. They serve as off-tank and off-damage.
Iron Dancing Strange blademasters that use fae magic for their own purposes. They serve as control and mobility.
Malediction Evil mortals that use the chaotic magic of the Abyss to curse others. they serve as debuff.
Shadow Secretive warriors that learn how to use stealth, darkness and magic to fight. They serve as utility.

Warlock

There are countless beings across the planes with god-like abilities, and some mortals are willing to serve them in exchange for a fraction of their power.

These mortals owe their allegiance and powers to powerful creatures that patronize them in exchange of certain favors. These contracts (known as pacts) can be hard to maintain, but the power they receive is pretty much worth it. They can fulfill any role according to how they focus their abilities.

Warlock Subclasses
Subclass Description
Ancient Beast Mortals patronized by savage and bestial beings that grant theriantrhopy. They serve as damage.
Archfey Followers of fae lords who grant mischievous and enthralling magic. They serve as control.
Archmage Agents of mighty wizards with versatile magical tools. They can serve any roll but tank and heal.
Celestial Servants of powerful celestial beings with access to divine magic. They serve as heal and utility.
Coven Mortal agents of covens that curse their enemies to accomplish their goals. They serve as debuff.
Elder Dragon Beings imbued with the power of mighty, ancient and dangerous dragons. They serve as damage.
Elemental Lord Mortals that serve an elemental prince of the multiverse. They can serve any roll but tank and heal.
Fathomless Mortals who serve creatures who inhabit the depths of the oceans. They serve as control and utility.
Fiend Servants of fiends that wield the energy of the lower planes. They can serve any roll but tank and heal.
Forest Guardian Beings that serve protectors of nature, gaining the right to command it. They serve as utility and heal.
Frozen One Mortals that accepted to serve creatures of ice and winter. They serve as control and off-damage.
Genie Agents of elemental genies who use their patron's strange magic. They serve as utility.
Great Old One Beings that have entered a pact with an ancient, alien creature. They serve as utility and control.
Hexsmith Servants of the legendary hexers of the shadowfell. They serve as debuff and off-damage.
Machine Mortals who accepted to help the strange machines that govern the universe. They serve as utility.
Norn Servants of those who can see and manipulate fate, destiny and future. They serve as support.
Primal Spirit Warriors that were blessed by a totem primal spirit. They can serve any roll but tank and heal.
Undead Servants of powerful, blasphemous undead that grant them their profane magic. They serve as damage.
Undying Mortals who serve creatures capable of elongating their lives. They can serve any roll but tank and heal.
Warmonger Mortals who sought the martial knowledge of warrior patrons. They can serve any roll but heal.

Wizard

Students of the arcane, those who walk the path of the wizard are studious and intelligent beings who learn to mold and control the tapestry of the ley lines of the world.

The arcane arts are complex, dangerous and usually secretive, being hard to practice except by natural geniuses. Their academic nature and their arcane tools makes them the most versatile spellcasters of the world. They can specialize in any mix of support, damage, utility and debuff.

Wizard Subclasses
Subclass Description
Anchor Sniper Wizards that have learned to weave their spells into enchanted arrows. They serve as damage.
Bladesinging Wizards that combine martial training and spells into a deadly performance. they serve as damage.
Celestial Magic Students of the celestial tomes that learned their secrets. They serve as heal and support.
Chaos Magic Deranged wizards devoted to chaos that recklessly unleash their magic. They serve as damage.
Chronurgy Wizards that devote to the rare and precise art of time magic. They serve as control and support.
Demonology Students of the lower planes that learn to summon and command their denizens. They serve as utility.
Eldritch Occultism Wizards that prefer the more dark and occult forms of magic. They serve as control and damage.
Familiar Training Wizards who specialize in their familiars and their properties. They serve as utility and support.
Graviturgy Masters at manipulating the delicate influence of gravity on the world. They serve as control.
Haemomancy Wizards that practice the prohibited art of blood magic. They can serve any roll but tank and heal.
Hedge Magic Arcane weavers that prefer to use simpler magics. They can serve any roll but tank and heal.
Mage Knight Wizards who summon their own magical steeds to aid them in battle. They serve as mobility.
Order of Scribes Academic wizards that enhance their own spellbooks with magic. They serve as utility.
Order of Silence An order of wizards that specializes in hunting dangerous spellcasters. They serve as utility.
Rune Scriber Wizards that use giant runes to transform themselves in magical conduits. They serve as utility.
War Magic Wizards trained to serve as soldiers in the battlefield. They serve as off-damage and off-tank.
White Necromancy Wizards who have trained to respectfully raise and command the dead. They serve as utility and heal.
Witchcraft Feared wizards who imbue their spells into alchemical concoctions. They serve as debuff and support.

Multiclassing

Not all characters limit themselves to a single class, and can develop their ability in up to 3 different classes. "Learning" the ways of a new class isn't something everyone can do, and thus, characters must met some prerrequisites before being able to take a level in a class other than it's initial one, for both their current class and any class they which to multiclass into.

Here are the requisites for each class an what a character obtains when multiclassing into it:

Artificer

Any artificer or wanna be artificer must met the following prerequisites.

  • Intelligence of 14 or higher. An artificer must be quite intelligent to create and invent techno-magic.
  • Proficiency with Tinker's Tools. An artificer must know how to create and operate at least the most simple gadgets.
  • Proficiency with any kind of firearm. An artificer must be familiarized with the use of firearms.

A character gains the following benefits when multiclassing into the artificer class.

  • Proficiency with light armor and bucklers
  • Proficiency with simple weapons
  • Proficiency with firearms

Barbarian

Any barbarian or wanna be barbarian must met the following prerequisites.

  • Strength of 14 or higher. A barbarian must have the strength to break stone with their strikes.
  • Constitution of 14 or higher. A barbarian shall have a body able to sustain the rage.
  • Proficiency in the Athletics skill. A barbarian shall know how to effectively use their muscle mass.

A character gains the following benefits when multiclassing into the barbarian class.

  • Proficiency with light armor and bucklers
  • Proficiency with simple weapons
  • Proficiency with all melee martial weapons

Bard

Any bard or wanna be bard must met the following prerequisites.

  • Charisma of 14 or higher. A bard must have a charming personality
  • Proficiency in the Performance skill. A bard shall know how to entertain others.
  • Proficiency with one instrument. A bard shall know how to play a musical instrument to channel their magic.
  • Proficiency in any other Nine skills. Bards are known for their capacity to shine in many situations.

A character gains the following benefits when multiclassing into the bard class.

  • Proficiency with light armor and bucklers
  • Proficiency with one musical instrument
  • Proficiency in any single skill

Blood Hunter

Any blood hunter or wanna be blood hunter must met the following prerequisites.

  • Constitution of 14 or higher. A blood hunter must be resilient enough to resist the Hunter's Bane.
  • Proficiency with alchemist's supplies. A blood hunter must be able to develop his own mutagens.
  • Proficiency with any martial weapon. A blood hunter must know how to effectively hunt their prey.

A character gains the following benefits when multiclassing into the blood hunter class.

  • Proficiency with light armor, medium armor and shields (except tower shields)
  • Proficieincy with martial weapons
  • Any skill from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

Cleric

Any cleric or wanna be cleric must met the following prerequisites.

  • Wisdom of 14 or higher. A cleric must be wise enough to understand it's deities litany.
  • Devotion of 5 or higher. A cleric must be witnessed and noted by the deity it represents.
  • Proficieincy in the Religion skill. A cleric shall be able to understand the complexities of theology.
  • Proficieny with their deity's holy weapon. A cleric must know how the use the holy weapon of it's church.

A character gains the following benefits when multiclassing into the cleric class.

  • Proficiency with light armor and bucklers

Druid

Any druid or wanna be druid must met the following prerequisites.

  • Wisdom of 14 or higher. A druid must understand the importance of everything to the balance.
  • Proficieincy in the Nature skill. A druid must know plants, animals and climate to better command them.
  • Proficiency with herbalist's supplies. A druid shall know how to use herbs and plants to it's advantage.

A character gains the following benefits when multiclassing into the druid class.

  • Proficiency with light armor and bucklers
  • Proficiency with simple weapons
  • Proficiency with claws and sabres

Fighter

Any fighter or wanna be fighter must met the following prerequisites.

  • Dexterity or Strength of 14 or higher. A fighter shall be in good physical condition.
  • Proficiency with simple weapons. A fighter must know their weapons better than themselves.
  • Proficiency in the Athletics skill. A fighter must dominate their body to avoid be overpowered by others.

A character gains the following benefits when multiclassing into the fighter class.

  • Proficiency with light armor, medium armor and shields (except tower shields).
  • Proficiency with martial weapons
  • Proficiency with firearms

Monk

Any fighter or wanna be fighter must met the following prerequisites.

  • Dexterity or Strength of 14 or higher. A monk's body shall be correctly exercised.
  • Wisdom of 14 or higher. A monk shall be wise enough to work with it's own soul.
  • Proficiency with any simple weapon. A monk must know how to mix fist and weapons together.

A character gains the following benefits when multiclassing into the fighter class.

  • Proficieincy with simple weapons
  • Proficieincy with claws, double clubs, shortswords and rope darts.
  • Proficiency in a class skill.

Paladin

Any paladin or wanna be paladin must met the following prerequisites.

  • Charisma of 14 or higher. A paladin's willpower must be strong enough to inject zeal into it's cause.
  • Strength of 14 or higher. A paladin shall have the strength to brutally smite their foes.
  • Proficiency with simple weapons. A paladin must know how to effectively use weapons meant for war.

A character gains the following benefits when multiclassing into the paladin class.

  • Proficiency with simple armor, medium armor and shields (except tower shields)
  • Proficiency with martial weapons
  • Proficiency with cap locks
  • Proficiency in a class skill.

Ranger

Any ranger or wanna be ranger must met the following prerequisites.

  • Dexterity or Strength of 14 or higher. A ranger shall be able to lift themselves in the wilds.
  • Wisdom of 14 or higher. A ranger must be able to understand nature and the primal essence of the land.
  • Proficiency with simple weapons. A ranger must know how to hunt to protect those he is meant to.
  • Proficieincy in the Survival skill. A ranger's work is in the wilds and he shall know how to survive in it.

A character gains the following benefits when multiclassing into the ranger class.

  • Proficiency with light armor and bucklers.
  • Proficieincy with martial weapons.
  • Proficiency with firearms.

Rogue

Any rogue or wanna be rogue must met the following prerequisites.

  • Dexterity of 14 or higher. A rogue must be quick, precise and flexible.
  • Proficiency with thieve's tools. A rogue shall know how to unlock that which keeps him apart from it's goals.
  • Proficiency in at least 10 different skills. A rogue must be able to survive in different situations.

A character gains the following benefits when multiclassing into the rogue class.

  • Proficiency with light armor and bucklers
  • Proficiency with simple weapons
  • Proficiency with Concealed Daggers, Flintlocks, Hand Crossbows, Rapiers, Revolvers, Shortswords and Sabres.
  • Proficiency in a class skill.

Sorcerer

Any sorcerer or wanna be sorcerer must met the following prerequisites.

  • Charisma of 14 or higher. A sorcerer depends on their own willpower to channel their innate magic.

A character gains the following benefits when multiclassing into the sorcerer class.

  • Proficiency in a class skill.

Spellblade

Any spellblade or wanna be spellblade must met the following prerequisites.

  • Intelligence of 14 or higher. A spellblade must be able to comprehend planar magic to draw it successfully.
  • Strength or Dexterity score of 14 or higher. A spellblade must be able to hold it's own on melee combat.
  • Proficiency with a spellblade weapon. A swordmage shall dominate its blade to channel magic through it.

A character gains the following benefits when multiclassing into the spellblade class.

  • Proficiency with light armor, medium armor and shields (except tower shields)
  • Proficiency with simple weapons
  • Proficiency with melee martial weapons

Warlock

Any warlock or wanna be warlock must met the following prerequisites.

  • Intelligence or Charisma score of 14 or higher. A warlock must be able to learn from or convince it's patron to lend it's power.
  • Proficiency in Intelligence or Charisma saving throws. A warlock shall be able to resist it's patron influence.

A character gains the following benefits when multiclassing into the warlock class.

  • Proficiency with light armor and bucklers
  • Proficiency with simple weapons
  • A warlock must choose either Charisma or Intelligence (the ability it already is proficient with for saving throws) as it's spellcasting ability when first becoming a warlock.

Wizard

Any wizard or wanna be wizard must met the following prerequisites.

  • Intelligence score of 14 or higher. A wizard shall be able to understand the complexities of the arcane.
  • Proficiency in the Arcana skill. A wizard shall be a master of practical and theoric magic.
  • Proficiency with calligrapher's supplies. A wizard must be able to write it's own spellbook.

A character gains the following benefits when multiclassing into the wizard class.

  • Proficiency in a class skill.

Artificer

Mad scientists, war engineers, exotic inventors, masterful alchemists, wonder workers and creative combatants. Artificers, sometimes also referred as inventors, are some of the most weird and rare spellcasters of the world. They use their knowledge and creativity to combine arcane magic with masterful creations of various types, from "simple" enhanced weapons, to monumental creations of steel, magic or flesh (and sometimes a combination of the above). Artificers specialize in different type of creations, from wonderful golems and war machines, to strange enhancing concoctions, poisons and even destructive firearms, artillery and all kind of dangerous explosives.

Class Features

Hit Points

  • Hit Dice: 1d8 per Artificer level
  • Hit Points at 1st Level: 8 + Your Constitution modifier
  • Hit Points at Higher Level: 1d8 (or 5) + your Constitution modifier per artificer level after 1st.

Proficiencies

  • Armor: Light Armor, Medium Armor, Shields (except Tower Shields).
  • Weapons: Simple Weapons, Firearms.
  • Tools: Thieves’ tools and tinker’s tools.
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Appraise, Arcana, History, Investigation, Medicine, Nature, Perception, Science, Sleight of Hand
Artificer
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spell Casting, Artificer Specialization 2 2
2nd +2 Magical Tinkering, The Right Tool for the Job 2 2
3nd +2 Infuse Item, Mystical Feedback 3 2 2 3
4rd +2 Ability Score Improvement 4 2 3 3
5th +3 Artificer Specialist Feature 4 3 3 4 2
6th +3 Tool Expertise 5 3 3 4 2
7th +3 Flash of Genius 5 3 3 4 3
8th +3 Ability Score Improvement 6 4 3 4 3
9th +4 Artificer Specialist Feature 6 4 3 4 3 2
10th +4 Magic Item Mastery 7 4 4 4 3 2
11th +4 Tool Mastery (+1) 7 5 4 4 3 3
12th +4 Ability Score Improvement 8 5 4 4 3 3
13th +5 Spell-Storing Item 8 5 4 4 3 3 1
14th +5 Magic Item Mastery Improvement 9 6 4 4 3 3 1
15th +5 Artificer Specialist Feature 9 6 4 4 3 3 2
16th +5 Ability Score Improvement 10 6 4 4 3 3 2
17th +6 Tool Mastery (+2) 10 7 4 4 3 3 3 1
18th +6 Magic Item Mastery Improvement 11 7 4 4 3 3 3 1
19th +6 Ability Score Improvement 11 7 4 4 3 3 3 2
20th +6 Soul of Artifice 12 8 4 4 3 3 3 2

Equipment

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

  • (a) any two simple weapons or (b) any two martial weapons (if proficient)
  • (a) a light crossbow and 20 bolts or (b) a caplock and 20 bullets
  • A small shield
  • (a) reinforced leather, (b) lamellar or (c) hauberk (if proficient)
  • Any set of artisan's tools
  • thieves’ tools, tinker's tools and a dungeoneer’s pack

Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you appear to produce wonders from mundane items and outlandish inventions instead of magic.

Cantrips

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You produce your artificer spell effects through any artisan's tools with which you have proficiency for your artificer spells.

Artificer Specialist

At 1st level, you begin your inventive career adopting one of the 16 known specializations for artificers. Your choice grants you features again at 5th, 9th and 15th level.

Magical Tinkering

At 2nd level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect (like a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like) appears on one of the object's surfaces.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum 1). If you exceed your maximum, the oldest property immediately ends, and then the new property applies.

The Right Tool for the Job

At 2nd level, you've learned how to produce exactly the tool you need: with a set of tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Infuse Item

At 3rd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

You learn 3 artificer infusions of your choice. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Artificer Infusions

Artificer infusions are wonderful processes that rapidly imbue magic into nonmagical object. The description of each infusion details the type of object that can receive it, as well as if the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it as you infuse the item. If you don't attune to it during the infusion process, you or any other creature can attune to it during a short rest if they expend at least 30 minutes with said item.

Your infusion remains in an item indefinitely, but if you die, the infusion vanishes after a number of days equal to your Artificer level. The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest, according to the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time, and no object can bear more than one of your infusions at a time.

If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Mystical Feedback

Also starting 3rd level, you've learned to draw energy from the items you're attuned to. During a short rest, you can work with your tinker's tools on all of your attuned items for at least 10 minutes, regaining expended artificer spell slots equal to the number of items you're attuned to (or half your artificer level rounded up, whichever is lower).

For example, if you're a 5th-level artificer with 3 attuned magical items, you can recover up to three levels worth of spell slots. You can recover either a 2nd-level and a 1st-level spell slot or three 1st-level spell slots.

Ability Score Improvement

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

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses any set of artisan tools you're proficient with.

Flash of Genius

At 7th level, you can come up with swift, creative and effective solutions rapidly even under pressure.

When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses when you finish a long rest.

Magic Item Mastery

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

  • You can attune to one additional magical item at once. You can attune to one additional of these items at 14th and 18th artificer level.
  • If you craft a magic item with a rarity of common or uncommon, the cost and time required to craft it is halved. This benefit extends to rare items at 14th level and very rare items at 18th artificer level.

Tool Mastery

Starting 11th level, you can infuse any artisan tool that you use. These artisan tools gain a +1 to all checks using them to create or modify items If they aren't already magical.

This bonus increases to +2 at 17th Artificer level.

Spell-Storing Item

At 13th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection. Now, if you're reduced to 0 hit points but not killed out-right, you can use your reaction to destroy one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Also, you can now change a number of your infused items up to your Intelligence modifier (minimum 1) after a short rest if you work at least 5 minutes per item. You can immediately attune to them as normal.

Finally, your Spell-Storing Item feature now can also infuse any 3rd-level spell abiding to the same limitations of the feature.

Artificer Infusions

The following options in alphabetical order are available for artificers to learn. If an infusion has an specific requirement, you cannot chose it until you have met them.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer

Item: A suit of armor (requires attunement)

The wearer of this armor gains these benefits:

  • If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • The wearer's walking speed increases by 5 feet.

Armor of Magical Strength

Item: A suit of armor (requires attunement)

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

  • If the wearer would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.

The armor regains 1d6 expended charges daily at dawn.

Armor of Tools

Item: A suit of armor

As an action, a creature wearing this infused armor can integrate into it any type of artisan’s tools or thieves’ tools. The tools remain integrated to it until they are removed as an action by the wearer. The armor can have only one tool integrated at a time. The wearer can add your Intelligence modifier (minimum 1) to any ability checks it makes with the those tools, and must have at least a free hand to use them.

Boots of the Winding Path

Prerequisite: 6th-level artificer

Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Brutal Weapon

Prerequisite: 6th-level artificer

Item: Any weapon (requires attunement)

This magical weapon is imbued with brutal power. When the weapon scores a critical hit, the wielder can roll 1 additional weapon damage dice.

Can Telephones

Item: A pair of tin can telephones

Using arcane magic, you link a pair of tin cans. Using one of them, a creature can speak to the other telephone, if they're within 500 miles from each other on the same plane.

Chameleon Armor

Prerequisite: 6th-level artificer

Item: A suit of armor (requires attunement)

This armor has 2 charges. While wearing this magical armor, the wearer can use an action to expend a charge, casting the invisibility spell. The armor regains all expended charges at dawn.

Cloak of Hovering

Item: A cloak or vest

This magical cloak adjusts to the wearer size, but cannot be used whit heavy armor. It adheres to your limbs, producing wing like fins. When you fall and aren't restrained, paralyzed or incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.

Ear Communicator

Item: A small copper device that fits in an ear canal

You create a number of devices up to your proficiency bonus that fit in the ear canal of mortals. While within 300 feet of you, creatures using these devices can speak and hear each other within range. To spot them, a creature must succeed at a DC 20 Wisdom (perception) check.

Enhanced Arcane Focus

Item: A rod, staff or wand (requires attunement)

While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when at 10th artificer level.

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when at 10th artificer level.

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when at 10th artificer level.

Elemental Infusion

Prerequisite: 10th-level artificer

Item: A jewel (requires attunement) When you infuse this item, you select one type of damage: acid, cold, fire, lightning or poison. The wearer can activate this item when casting a spell that deals damage of the type that you selected, inflicting maximum damage instead of rolling.

This item can be used once, and recover it's magical energy daily at dawn.

Elemental Weapon

Prerequisite: 6th-level artificer

Item: Any weapon

You infuse a weapon with magical energy. The weapon deals 1d4 additional damage of one the following types (your choice when you first infuse the weapon): acid, cold, fire, or lightning damage.

The damage increases to 2d4 at 14th artificer level.

Flying Mechanical Mount

Prerequisite: 10th-level artificer

Item: A large winged mount-like construct made of mechanical parts costing 100gp (requires attunement)

Using tinker's tools you can produce a mechanical mount that resembles a flying creature. You animate it with magic, granting it higher mobility. The rider must attune to the mount, and can command it mentally when moving on its turn. The mount doesn't have a turn, cannot move on its own and cannot attack. If damaged, you can work on the mechanical creature, fully repairing it after 1 hour of work.

The mount regains 2d6 hit points if the mending spell is cast on it. If you or the mount dies, it immediately falls apart.

Use the following stat block to define the mechanical mount.


Flying Mechanical Mount

Large construct, Unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 6 + your Intelligence modifier + six times your artificer level (the mount has a number of Hit Dice [d10s] equal to your artificer level)
  • Speed 40 feet, Flying 40 feet

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 14 (+2) 2 (-4) 1 (-4) 1 (-4)

  • Damage Resistances Bludgeoning, Piercing and slashing from non magical weapons.
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charm, Frightened, Poisoned
  • Senses None
  • Languages None
  • Challenge -

Far Striding Boots

Prerequisite: 6th-level artificer

Item: A Pair of Boots (requires attunement)

These boots grant it's wielder a bonus to it's walking speed of 10 feet.

The walking speed bonus increases to 15 at 14th artificer level.

Helm of Awareness

Prerequisite: 10th-level artificer

Item: A helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Homunculus Servant

Item: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

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

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.


Homunculus Servant

Tiny Construct


  • Armor Class 13 (natural armor)
  • Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 10 (0) 10 (0) 7 (-2)

  • Saving Throws Constitution 3Dexterity 2 + your proficiency bonus
  • Skills Perception +0 plus PB x 2, Stealth +2 plus PB
  • Damage Resistances poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 5 + (PB x 2)
  • Languages understands the languages you speak
  • CR -
  • Proficiency Bonus Equals your proficiency bonus

Abilities

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.


Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.


Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Mechanical Mount

Prerequisite: 6th-level artificer

Item: A large mount-like constrct made of mechanical mobile parts costing 50gp (requires attunement)

Using tinker's tools, you have produced a mechanical mount that resembles a horse-like creature. You then animate it with magic, granting it a high mobility. The rider must attune to the mount, and can command it mentally when moving on its turn.

The mount doesn't have a turn, cannot move on its own and cannot attack. If damaged, you can work on the mechanical creature, fully repairing it after 1 hour of work. Use the following stat block to define the mechanical mount.

The mount regains 2d6 hit points if the mending spell is cast on it. If you or the mount dies, it immediately falls apart.

Use the following stat block to define the mechanical mount.


Mechanical Mount

Large construct, Unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 6 + your Intelligence modifier + six times your artificer level (the mount has a number of Hit Dice [d10s] equal to your artificer level)
  • Speed 50 feet

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

  • Damage Resistances Bludgeoning, Piercing and slashing from non magical weapons.
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charm, Frightened, Poisoned
  • Senses None
  • Languages None
  • Challenge -

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Multitool Arm

Prerequisite: 6th-level artificer

Item: A prosthetic arm, tinker's tools and thieve's tools

You have learned a way to create a prostethic arm that includes thieve's tools and tinker's tools within it's mechanism. As a bonus action, the user can transform its hand to use one of the tools included in the prosthetic arm, or to return it to normality.

Mystical Trinket

Item: A rod or wand

This magic object is infused with a cantrip from the artificer spell list (your choice upon infusion). The user can use it's action to use the cantrip in the object, using your Intelligence as the spellcasting ability.

The trinket has a number of charges equal to half your artificer level (rounded up), and recovers all charges at dawn.

Oceanic Amulet

Prerequisite: 6th-level artificer

Item: A collar or necklace (requires attunement)

You can infuse this ring using sea materials to grant it's wielder the ability to swim like a waterborn creature. The user of this item gains a swimming speed equal to it's walking speed.

Portable Dome

Prerequisite: 10th-level artificer

Item: A glass sphere

Using a glass sphere, you infuse it with the spell "Leomund's Tiny Hut". As an action, you can put the sphere on the ground, activating it to cast the spell.

Creatures intended to be protected must remain inside the area while the object casts the spell. It has one charge, and recover the expended charge at dawn. Only the creature that activated the dome can control the spell.

Prosthetic Limb

Item: A prosthetic body part

You can create a prosthetic limb, imbuing magic into the object, allowing the user to use it as if it were a normal limb.

You can have multiple prosthetic limbs created at once, up to your current limit of infused items.

Prosthetic Weapon

Prerequisite: 6th-level artificer

Item: A prosthetic arm and a one handed weapon

You create a prostethic arm that includes a single simple or martial weapon, without the heavy or two-handed properties. As a bonus action, the user can transform its hand into the intended weapon, or return it to normality. The weapon can still benefit from infusions that target weapons as normal.

At 10th level, you can include instead 2 weapons in a single prosthetic arm.

Psychic Shield

Prerequisite: 10th-level artificer

Item: A metallic helm or diadem (requires attunement)

The wearer of this magic helm is resistant to psychic damage, immune to the charmed and frightened conditions, and any mind reading and telepathy effects.

Radiant Weapon

Prerequisite: 6th-level artificer

Item: A simple or martial weapon (requires attunement)

This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Rainbow Shooter

Prerquisite: 6th-level artificer

Item: Any firearm (requires attunement)

This magic weapon grants a +1 to both attack and damage rolls made with it.

It has 6 charges. While holding it, the wielder can spend 2 charges to cast the Color Spray spell using your spell DC.

The item regains 1d6 expended charges daily at dawn.

Recording Device

Item: A small device made of copper and quartz

You craft a device capable of recording audio.

You can activate it, recording a number of minutes of audio up to your artificer level. You can activate it again to reproduce the audio. Recording more audio than the device is capable of holding makes the oldest audio entry to be erased.

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This tinkered magical weapon ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

At 6th artificer level, it gains a +1 to both attack and damage rolls.

At 14th artificer level, this bonus increases to +2.

Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

Replicable Magic Items (2nd-Level Artificer)

Magic Item Attunement
Alchemy Jug No
Bag of Holding No
Cap of Water Breathing No
Everbright Lantern (Eberron: Rising from the Last War) No
Goggles of Night No
Rope of Climbing No
Sending Stones No
Wand of Magic Detection No
Wand of Secrets No

Replicable Magic Items (6th-Level Artificer)

Magic Item Attunement
All-Purpose Tool Yes
Boots of Elvenkind No
Cloak of Elvenkind Yes
Cloak of the Manta Ray No
Eyes of Charming Yes
Gloves of Thievery No
Lantern of Revealing No
Pipes of Haunting No
Ring of Water Walking No

Replicable Magic Items (10th/Level Artificer)

Magic Item Attunement
Boots of Striding and Springing Yes
Boots of the Winterlands Yes
Bracers of Archery Yes
Brooch of Shielding Yes
Cloak of Protection Yes
Eyes of the Eagle Yes
Gauntlets of Ogre Power Yes
Gloves of Missile Snaring Yes
Gloves of Swimming and Climbing Yes
Hat of Disguise Yes
Headband of Intellect Yes
Helm of Telepathy Yes
Medallion of Thoughts Yes
Necklace of Adaptation Yes
Periapt of Wound Closure Yes
Pipes of the Sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of Protection Yes
Ring of Mind Shielding Yes
Slippers of Spider Climbing Yes
Ventilating Lungs (Eberron: Rising from the Last War) Yes
Winged Boots Yes

Replicable Magic Items (14th-Level Artificer)

Magic Item Attunement
Amulet of Health Yes
Arcane Propulsion Arm (Eberron: Rising from the Last War) Yes
Belt of Hill Giant Strength Yes
Boots of Levitation Yes
Boots of Speed Yes
Bracers of Defense Yes
Cloak of the Bat Yes
Dimensional Shackles No
Gem of Seeing Yes
Horn of Blasting No
Ring of Free Action Yes
Ring of Protection Yes
Ring of the Ram Yes
Watchful Helm (Candlekeep Mysteries) Yes
Wheel of Stars (Aqcuisitions Incorporated) Yes

Repulsion Shield

Prerequisite: 6th-level artificer

Item: A shield (requires attunement)

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

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

Prerequisite: 6th-level artificer

Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Ring of Knowledge

Prerequisite: 6th-level artificer

Item: A ring (requires attunement)

You can infuse this ring with knowledge from a single skill or tool that you master, or a single language that you know (your choose). While wearing the ring, the user gains proficiency in the skill or tool that you imbued, or can read, write and speak the language.

Rocket Grappling Hook

Item: A grappling hook

Imbuing a grappling hook with transmutation magic, the user can activate this item as an action to make a ranged attack with a range of 50/100 feet against a creature of medium or smaller size. On a hit, the creature is grappled, and can attempt to escape using it's action to make a Strength save against your spell DC. On subsequent turns, you can pull the mystical rope of the hook up to 30 feet per turn as an action if the creature fails a Strength save against your spell DC.

Also, you can use the hook to launch it and fix it into any protrusion (like a window ledge, tree limb, or even a large creatures.)

Spell-Refueling Ring

Prerequisite: 6th-level artificer

Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of a level up to 1/4 your artificer level (rounded up). Once used, the ring can't be used again until the next dawn.

Shield of Warding

Prerequisite: 6th-level artificer

Item: A shield (requires attunement)

This magical shield is imbued with abjuration magic, and has 4 charges. The wearer can expend 1 charge to cast the Shield spell. It regains all expended charges at dawn.

Shiny Trinket

Item: Any non-magical item

You infuse a nonmagical item with the capability to shine. The item has a number of charges equal to your artificer level. The user can expend 1 charge to cast the light cantrip. The item recovers all expended charges at dawn.

Sniper Rifle

Item: A Two Handed Firearm

Tinkering on a firearm, you have mounted a sight on top of the barrel of the weapon. Now, the user no longer has disadvantage when shooting at long range.

Tethered Boots

Item: A pair of Boots (requires attunement)

The wearer of these boots gets advantage on saving throws and checks to avoid being pulled, pushed or knocked prone.

Thirsting Weapon

Prerequisite: 6th-level artificer

Item: Any melee weapon

You imbue a weapon with the ability to drink the vitality of it's victims. When the weapon rolls maximum damage on any of it's damage die, the wielder gains a number of hit points equal to half the number rolled on the die.

Sunsight Googles

Item: A pair of googles or glasses

These magical googles protect the wearer's eyes from light. While wearing these googles, the user cannot be blinded by bright light, and no longer suffers from sunlight sensitivity (like drows or duergars).

Wilderness Protection

Prerequisite: 6th-level artificer

Item: Any armor or set of clothing

You imbue a set of clothes or armor to grant the wielder protection against the elements of nature. The wielder becomes immune to the effects of extreme cold and heat.

Subclasses

Science and technology have granted improvements to the lives of Abbeorht's inhabitants. Following progress, artificers have adapted their ways to also improve their crafts and bolster both their knowledge and allies.

Alchemist Specialist

Alchemists are the "weakest" of artificer's subclasses for their features are limited, so i have modified it a bit. Adhering to the subclass flavor, this text replaces the original text on the TCoE's and ERFtlW's entries.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Alchemist Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell
1 Ray of Sickness, Tasha's Caustic Brew
5 Enlarge/Reduce, Melf's Acid Arrow
9 Create Ooze*, Gaseous Form
13 Blight, Vitriolic Sphere
17 Animate Golem*, Cloudkill

Alchemist Stone

Starting 1st level, you have created a magical stone that serves as a catalyst for alchemical reactions. It serves as a spellcasting focus for your artificer spells.

While you have the alchemical stone on your person, any item you create using alchemist's supplies is halved. You can create a new one after finishing a long rest, and if you do so, the first one turns to ashes.

Alchemical Formulas

Also at 1st level, you can use your alchemist stone to to create a variety of effects, including how to animate a simple mimicry of life to assist you. You learn the Homunculus Servant artificer infusion, and doesn't counts towards the total number of infusions you know.

Also, as a bonus action, you can produce any of the following effects on yourself or on other creature within touch range while having your alchemist stone on hand.

  • Boldness. The creature can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. The size of the die increases as you gain levels in the artificer class to 1d6 at 9th level and 1d8 at 15th level.
  • Healing. The creature regains a number of hit points equal to 1d6 + your Intelligence Modifier (minimum 1). The amount of healing increases as you gain levels in the artificer class to 2d6 at 9th level and 3d6 at 15th level.
  • Swiftness. The creature's walking speed increases by 10 feet for 1 hour. It increases as you gain levels in the artificer class to 15 feet at 9th level and 20 feet at 15th level.
  • Resilience. The creature gains a +1 bonus to AC for 10 minutes. It increases to a +2 bonus at 15th level.
  • Resistance. The creature gains resistance for 1 hour to one of the following damage types (your choice): acid, cold, fire, lightning or poison.
  • Transformation. The creature's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. It's effect increases to 1 hour at 15th artificer level.

Having alchemist supplies on your person, you can create a potion as a bonus action with one of the mentioned effects that lasts until it is drunk or until the end of your next long rest. The potion can be drink as an action by other creatures.

You can produce these effects a number of times equal to your intelligence modifier (minimum 1) and recover all expended uses when you finish a long rest.

Alchemical Savant

At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Also, you now can expend an spell slot to recharge your alchemical stone, regaining a number of charges equal to the expended spell slot's level.

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature is affected by one of your alchemical formulas, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use your alchemist stone as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Armorer

Specialists in protection and tinkering, these artificers learn to use their abilities with the forge to alter armors and improve their survivability, becoming one with their armor, and even using it for both attack and defense.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with heavy armor and tower shields. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Armorer Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
1 Magic Missile, Shield
5 Mirror Image, Shatter
9 Animate Armor*, Lightning Bolt
13 Fire Shield, Greater Invisibility
17 Passwall, Wall of Force

Arcane Armor

Beginning at 1st level, your metallurgical pursuits have led to you making armor a conduit for your magic. You gain proficiency with heavy armor and tower shields.

As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand. You gain the following benefits while wearing this armor:

  • You can use your Intelligence instead of Strength for purposes of Strength requirements of the armor.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
  • You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

Also at 1st level, you can customize your Arcane Armor, choosing either Guardian or Infiltrator model. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon that lets you use your Intelligence instead of Strength or Dexterity, for it's attack and damage rolls. You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian

You design your armor to be in the front line of conflict. It has the following features:

  • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. As a bonus action, you can gain temporary hit points equal to 1d6 + half your level in this class (rounded up), replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Infiltrator

You customize your armor for subtle undertakings. It has the following features:

  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 100 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature.

In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Armor

At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.

  • Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your intelligence modifier (minimum 1), and you regain all expended uses of it when you finish a long rest.

  • Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Artillerist

While siege weapons are somewhat popular and known among countries of the world, few people actually know how to use them properly. Artillerists are those artificer that learned the secrets of these weapons, and use them to lay waste and destruction serving their purposes.

Tool Proficiency

When you adopt this specialization at 1st level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artillerist Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table.

These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell
1 Blast*, Shield
5 Rocket Jump*, Shatter
9 Fireball, Wind Wall
13 Ice Storm, Wall of Fire
17 Cone of Cold, Wall of Force

Eldritch Cannon

Also at 1st level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour.

You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannon
Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Firearm

At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Explosive Cannon

Starting at 9th level, every eldritch cannon you create is more destructive:

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Aviator Specialist

Most mortals are unable to reach the wonderful skies, but science and technology have made that possible for more of them. Using their knowledge to tame the winds, these artificers are seen with respect and admiration by those that are still unable to reach the skies.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with smith's tools and all flying vehicles. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

Aviator Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aviator Spells table. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
1 Feather Fall, Magic Missile
5 Gust of Wind, Skywrite
9 Wind Wall, Haste
13 Fabricate, Freedom of Movement
17 Animate Objects, Control Winds

Take Up Flight

At 1st level when you first choose this subclass, you learn how to craft a harness with a flying device that you can fix into a light or medium armor. This device can have the appearance of your choice, like propellers, leather wings etc... This is your Flying Device, and it has some special traits.

  • This device is a flying vehicle weighing 20 pounds, with a number of hit points equal to 5 times your artificer level. It's AC is equal to 13 + your intelligence modifier + your dexterity modifier, and has immunity to poison and psychic damage.
  • When you take area damage, your flying device takes only half the damage you take.
  • Ranged attacks against it have disadvantage
  • It can only be used by you, and can support weighs up to 15 times your intelligence score.
  • It has a number of charges equal to your intelligence modifier (minimum 1). These are used to make special maneuvers, and you regain all spent charges when you finish a short or long rest. You can spend a spell slot to gain a number of charges equal to twice the slot's level. Charges that surpass the device's maximum capacity are lost.
  • Your flying device grants you a 30 feet flying speed. You cannot use shields nor weapons with the Heavy property while flying.
  • It can be activated or deactivated using a bonus action. The flying machine remains active for a number of minutes equal to your intelligence modifier (minimum 1) before automatically deactivating. You can activate this device a number of times up to your Intelligence modifier (minimum 1) between short or long rests.
  • You can repair the flying device during a short rest, and if destroyed, you must create a new one during a long rest.

If the flying machine takes damage while you're flying, you must make an Intelligence saving throw against a DC 5 or half the damage taken (whichever is higher) to maintain control. On a failure, you fall at a speed of 60 feet per turn. You can repeat the saving throw on the start of each of your turns, diminishing the DC by 5 per turn to a minimum of 5 until you succeed or fall to the ground. While falling int his way, you cannot use your flying maneuvers.

Flying Maneuvers

At 1st level, you can use some interesting maneuvers while using your flying device.

  • Evasive Maneuvers. Spending 1 charge, you can use your bonus action to take the dodge action.
  • Thrusting Engine. Spending 1 charge, you can take the dash action as a bonus action on your turn.
  • Uplifting. Spending 1 charge as a bonus action, you can take off from the ground and fly immediately up to half your flying speed in a straight line to the sky. Creatures within 10 feet from you must make a Strength saving throw against your spell DC, receiving your artificer level as thunder damage and falling prone on a failure, or only half damage without being knocked prone on a success.

Aerial Assault

Starting 5th level, you can take advantage of your flying impulse. You add 1d8 extra damage to your first ranged weapon attack made with weapons without the Heavy or Scatter properties while you're flying.

Aerial Ace

Starting 9th level, you gain the following improvements to your flight technique and equipment.

  • Your flying machine's Flying speed increases to 40 feet.
  • You gain advantage on saving throws to maintain control on your flying machine.
  • While you're flying, you and your flying machine's AC are increased by 1.
  • Your flying machine now has resistance to bludgeoning, piercing and slashing damage.

Red Margrave

When you reach 15th level, you have mastered both flight and aerial engineering, and thus, receive a number of improvements to your flying device.

  • Your Aerial Assault bonus damage becomes 2d8.
  • When you activate your flying device, you can now maintain it active for a number of hours equal to your intelligence modifier (minimum 1) per activation.
  • While you're flying, you can add your intelligence modifier as a bonus to any dexterity saving throw you make.
  • The Aerial Ace's AC bonus is now 2 (instead of 1).

Battle Smith

Blacksmiths are necessary to produce many items required for battle, and hence the name of battle smiths. These artificers don't focus on weapons or armors, but living constructs that are loyal to it's creator and are used to all kind of purposes for these eccentric inventors.

Tool Proficiency

When you adopt this specialization at 1st level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Battle Smith Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell
1 Heroism, Shield
5 Blade Storm*, Branding Smite
9 Arcane Aegis*, Conjure Barrage
13 Fire Shield, Summon Construct
17 Banishing Smite, Domiel's Flaming Slash*

Battle Ready

When you reach 1st level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

Also at 1st level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands.

See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

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

If the Mending spell is cast on it, it regains 2d6 hit points.


Steel Defender

Medium Construct


  • Armor Class 15 (natural armor)
  • Hit Points 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (0) 6 (-2)

  • Saving Throws Dex +1 plus PB, Con +2 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus PB x 2
  • Damage Immunities Poison, Psychic.
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak but cannot speak

Abilities

Vigilant. The defender can't be surprised.


Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.


Reactions

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

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

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Jolt

At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Defender

At 15th level, your Arcane Jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Biomechanic Specialist

Not all crafters specialize in creating objects: some go further away, experimenting on the bodies of living beings with the objective of improving their performance. These strange and sometimes deranged artificers alter their bodies to achieve peak performance that flesh alone would never obtain.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with smith's tools and surgeon's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Biomechanic Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Biomechanic Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
1 Healing Touch, Zephyr Strike
5 Enhance Ability, Troll Salve*
9 Haste, Intellect Fortress
13 Staggering Smite, Stoneskin
17 Skill Empowerment, Greater Restoration

Flesh and Steel

At 1st level when you first choose this subclass, you have understand how to mix flesh and metal to improve biological creatures. You gain proficiency in the medicine skill. Whenever you make a Wisdom (medicine) check, you add your intelligence modifier (minimum 1) as a bonus to the roll.

Also, at 3rd level, you learn the Prosthetic Limb* infusion, and it doesn't counts towards the total number of infusions you know. Prostheses you create with this infusion doesn't count towards the total number of infusions you can maintain.

Body Modifications

Starting 1st level, you have started to modify your body to better suit your needs. You acquire two modifications from the following list, and one additional modification when you reach 9th level. Once you have chosen a modification, you cannot later change it, as your organs have been granted nearly total modications by you, and can no longer work without them.

  • Antishock Legs. You modify your leg muscles as well as your ankle and knee articulations to improve their functionality. You gain 10 additional feet of movement. Also, your jumping distance is doubled. Finally, you can use your reaction to reduce any fall damage you receive by 5 times your artificer level (down to 0) as long as you're not incapacitated., paralyzed or incapacitated.
  • Microplated Skin. You add micro plates of steel to your skin, reinforcing it without altering it's appearance. Your AC is now calculated as 10 + your dexterity modifier + half your artificer level (rounded up). You can use this formula to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal.
  • Multitool Arm. Replacing tissue with metal on your arm, you can implant your tinker's tools and thieve's tools, as well as any weapon that lacks the Heavy, Reach, Segmented, Two-handed or Versatile properties. As a result, you can use your arm as a spellcasting for your artificer spells focus as long as you're not wielding something on your hand. Also, you can use a bonus action to transform your hand into any of those tools or weapon, or back into normality. You can replace the integrated weapon during a short rest.
  • Ocular Augments. You add thin plates of infused metal to your eye sockets and ocular nerves. You gain darkvision with a range of 120 feet. Also, you can see up to 1 mile away with ease, being able to discern details as if looking at something no more than 100 feet away from you.
  • Powerful Arms. You remodel your arm muscles and bones, granting yourself an increased strength. Your unarmed attacks now deal 1d8 bludgeoning damage, and you can use your intelligence instead of strength for your unarmed attack rolls. By 5th level, your unarmed attacks count as magical for purposes of overcoming resistances and immunity to non-magical damage.
  • Tendon Reinforcement. You reinforce your tendons and bones with metallic fibers, enhancing the amount of weight you can sustain. Your carrying, lifting and pushing capacity is doubled. Also, you gain proficiency in the athletics skill, and whenever you make a Strength (Athletics) check, your proficiency bonus is doubled.
  • Throat Processor. You implant a voice box with air filters in your throat, removing part of your vocal chords. You become able to breath both air and water, and gain advantage on saving throws against breathed hazards like spores or gases. Finally, you can mimic voices and sounds. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check against your spell DC.

Biological Enhancement

Starting 5th level, you gain one of the following options. Once you've chosen one, you cannot later change it.

  • Arcane Improvement. You now add your intelligence modifier to the damage roll of any artificer spell you cast.
  • Extra Attack. You can attack twice, rather than once, whenever you take the Attack action on your turn.
  • Nano Healing. Your modifications react to your magic, repairing your tissues with their energy. Whenever you cast an artificer spell of 1st or higher level, you regain hit points equal to twice the spell level + your intelligence modifier (minimum 1).

You gain an additional option at 15th level.

Improved Blood Filtration

At 9th level, you gain resistance to poison damage.

Also, you now have immunity to non-magical diseases. Starting 15th level, this benefit extends also to magical diseases.

Enhanced Neural Matrix

At 15th level, you've modified your own neuronal red, gaining proficiency in Wisdom saving throws, as well as advantage on Intelligence saving throws.

Gemologist Specialist

Artificers are known for being able to extract the magical essence of almost any kind of material, and gems are not the exception to this. Gems are some of the objects with most magical latent energy, and, as a result, many search for a way to exploit it. Artificers that specialize in gems are know as gemologists, and they can tap into the inner magic of such items to empower their magic.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Gemologist Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gemologist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
1 Absorb Elements, Chromatic Orb
5 Gemblast*, Nystul's Magic Aura
9 Hypnotic Pattern, Incite Greed
13 Elemental Bane, Summon Elemental
17 Rary's Telepathic Bond, Scrying

Guardian Jewel

Starting 1st level, you understand how to exploit the inner magic of gems to protect you and others. As a bonus action, you can conjure a mystical and spectral tiny gem in the body of a creature you can see within range. The gem grants the creature temporary hit points equal to your artificer level + your intelligence modifier (minimum 1). It lasts for up to 1 hour, and you can do so a number of times equal to your intelligence modifier (minimum 1), recovering all expended uses when you finish a short or long rest.

Infused Gem

Also at 1st level you know how to store spells inside of gems. As an action, you can expend a spell slot to imbue a spell that doesn't require concentration that you know with a casting time of 1 action, bonus action or reaction, of an according level to the expended spell slot's level while you have jeweler's tools on hand. If the spell requires material components, they must be presented when you imbue the gem.

The spell remains inside the gem, and can be casted by you or other creatures using your intelligence as the spellcasting ability. You can have a number of spells stored in this way up to half your artificer level (rounded up). A gem remains imbued until you take a long rest.

Charged Crystals

At 5th level, damaging spells that are casted through your infused gems deal 1d8 of an according damage to the spell's own type of damage.

Carved Aegis

Starting 9th level, your protections are further improved. When you use your Guardian Jewel feature, the creature also gains for 1 hour resistance to one type of damage of your choice.

A creature can only benefit from a single use of this feature at once, and using a new one makes the first one to banish.

Master Jeweler

At 15th level, your understanding of gems, jewels and their magical energy grants you further insight into them. You now can attune to one additional magical item like a crown, gem, necklace, ring or other types of jewels.

Grenadier Specialist

Destruction too is a form of creation. Thats the dogma of those artificers that become obsessed by the beauty of explosives. While many other artificers use their knowledge and abilities to build, others fall in love with the concept of explosions, and develop their understanding of it, as well as their ability to wreak havoc with their inventions: Grenades.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with Glassblower's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Grenadier Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Grenadier Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
1 Blast*, Catapult
5 Redirect Projectile*, Shatter
9 Conjure Barrage, Erupting Earth
13 Backfire*, Boulder Shot*
17 Destructive Wave, Passwall

Thrown Expert

Starting 1st level, your study of ballistics lets you use your Intelligence instead of your Dexterity or Strength with attack and damage rolls with thrown weapons.

Also, you become proficient with bolas, chakrams, mambeles, sling staves and throwing sticks.

Arcane Grenades

Also at 1st level you have learned how to create explosive glass grenades that contain unstable energy within. During a long rest, you can create a number of grenades using your glassblower's tools equal to your artificer level. These grenades have a range of 60 feet and weigh 1 pound. When they explode, creatures in the area must make a saving throw against your spell DC determined by the grenade type, receiving half damage and no additional effects on a success.

When you create a grenade, you choose it's type from the following list:

  • Acid. A grenade that explodes dealing 1d12 acid damage in a 10 feet area from the target. Creatures in the area must make a dexterity saving throw.
  • Blinding. A grenade that explodes dealing 1d8 lightning damage in a 10 feet area from the target. Creatures in the area must make a dexterity saving throw, becoming blinded until the beginning of your next turn on a failure.
  • Cold. A grenade that explodes dealing 1d8 acid damage in a 10 feet area from the target and freezing water in the area until the ending of your next turn.. Creatures in the area must make a constitution saving throw, reducing their speed by 10 feet on a failure until the beginning of your next turn.
  • Concussion. A grenade that explodes dealing 1d4 force damage in a 10 feet area from the target. Creatures in the area must make a strength saving throw, being knocked prone on a failure.
  • Fire. A grenade that explodes dealing 1d10 fire damage in a 15 feet area from the target and igniting all non carried or worn flammable objects on the area.
  • Poison. A grenade that explodes dealing 1d6 poison damage in a 15 feet area from the target. Creatures in the area must make a constitution saving throw, being poisoned on a failure until the beginning of your next turn.
  • Thunder. A grenade that explodes dealing 1d6 thunder damage in a 10 feet area from the target. Creatures in the area must make a constitution saving throw, being deafened until the beginning of your next turn.
  • Void. A grenade that explodes dealing 1d4 force damage in a 20 feet area from the target. Creatures in the area must make a strength saving throw, being pulled 10 feet to the center of the explosion on a failure.

These grenades can be thrown by you as a bonus action or by others creatures as their action.

You can expend a spell slot while having your glassblower tools in hand as an action, creating a number of grenades equal to the expended spell slot level.

Prepared Destruction

Starting at 5th level, your grenades now add your Intelligence modifier (minium 1) as a bonus to their damage rolls.

Explosive Savant

At 9th level, you can now decide to exclude some creatures from the effect from your grenades. Those creatures receive only half damage on a failure against your grenades, and no damage on a success.

Also, when you throw a grenade, you can decide to either double the damage it deals or double the area of their explosion. You must decide after throwing it.

Masterful Demolisher

Starting 15th level, you now understand the full capabilities and tricks of your profession. You are now immune to the effects of your grenades.

Also, when you expend a spell slot to create a grenade, you instead create a number of grenades equal to twice the expended spell slot's level.

Gunsmith Specialist

Firearms have severely changed warfare, and those that create them know how to use them better than no one. Many artificer have specialized on them, learning to infuse their weapons with arcane energy to make them deadlier.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with gunsmith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Gunsmith Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Gunsmith Spells

Artificer Level Spell
1 Shield, Zephyr Strike
5 Pyrotechnics, Redirect Projectile*
9 Conjure Barrage, Squelaiche's Rainbow Blast*
13 Fabricate, Locate Creature
17 Far Step, Swift Quiver

Magical Shooter

Starting 1st level, you can create magical firearms. Using your gunsmith's tools over 1 hour of work, you create a magical firearm of your choice that lacks the scatter property. This is your Arcane Firearm, it can only be used by you and you have some benefits when using it.

  • It uses your intelligence instead of dexterity for both attack and damage rolls, and needs no gunpowder to shot.
  • You can use your firearm as a spellcasting focus for your artificer spells.
  • If it has the reload property, you can reload it as an interaction.

You can only have one arcane firearm constructed at a time, and if you create a new one, the first one disassembles, as it loses the magic that holds it together.

Deadly Aim

Also, staring 1st level, your ranged attacks using firearms ignore half cover and don't get disadvantage by attacking at long range.

Imbued Barrel

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Also, now your Arcane Firearm's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Magical Ammunition

Starting 9th level, you can use a bonus action to expend an artificer spell slot to infuse magic in the barrel of your arcane firearm. Your next attack roll with it before the ending of your next turn deals a number of extra d8s as force damage equal to the expended spell slot's level.

Twin Shot

Starting 15th level, your mastery infusing firearms with magic is unmatched. Once per turn when you deal damage with your Magical Ammunition feature, you can now inflict half the amount of force damage rolled on the damage roll to any creature of your choice within 10 feet from the target.

Horologist Specialist

When crafters discovered a way to track time with ease, artificers soon followed them and tried to meddle with time magic. Numerous disasters occurred during this period, but at the end, they found a way to alter the very time using their magical tinkering.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with clocksmith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Horologist Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Horologist Spells table. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Horologist Spells

Artificer Level Spell
1 Gift of Alacrity, Sleep
5 Blur, Lesser Restoration
9 Haste, Slow
13 Divination, Unfold Time*
17 Dawn, Temporal Shunt

Magical Clockwork

Starting at 1st level, you can craft a special device that allows you to manipulate time. Working 1 hour over a long rest, you can assemble a pocket watch that fits your hand, known as a Chronoturner. It marks the exact time of the material plane on the place you are in, and can be used as a spellcasting focus, as well to create magical effects that twist time.

These effects are known as chronomancy effects (detailed below). The chronoturner has a number of charges equal to half your artificer level (rounded up) + your Intelligence modifier (minimum 1).

You use these charges to activate chronomancy effects, recovering used charges when you finish a long rest. You can expend artificer spell slots to recharge it with a number of charges equal to the spell slot's level. Charges that surpasses the device's maximum capacity are lost. If you ever lose this item, you can create a new one. If you do so, the first chronoturner falls apart, as the magic dissipates from it.

Chronomancer

At 1st level, you have learned how to meddle with the time flow. These effects are known as chronomancy effects, and require charges from your chronoturner to be used. You learn 2 effects of your choice at this level, and learn additional effects as you gain levels in this class, and you can change one of your known chronomancer effects whenever you gain a level in this class.

You learn how to produce one additional chronomancy effects at 5th, 9th, and 15th level. Chronomancer effects are described at the end of this subclass entry.

Residual Time Flux

Starting 5th level, your spells potence you chronomancy. After you cast an artificer spell of first or higher level using the chronoturner as a spellcasting focus, the next chronomancy effect that you produce is enhanced:

  • If the effect needs a saving throw and the target fails it, you can inflict a number of d4s as force damage equal to the spell level to the target creature.
  • It can grant a number of d4s as temporary hit points equal to the spell level to the target creature.

Forced Continuity

Starting 9th level, the time magic you have learned can be used to maintain magical effects running. If you fail a concentration check, you can use your action to repeat it.

You can do this a number of times equal to your intelligence modifier (minimum 1) and recover all expended uses when you finish a long rest.

Alternate Timelines

At 15th level, you can now draw power from other "yous" from alternate timelines. You learn one spell of 1st, 2nd, 3rd and 4th level from any class' spell list. Those spells count as artificer spells for you, but don't count toward the total number of spells you know, and you can change one of them whenever you finish a long rest. At 17th level, you learn an additional spell of 5th level.

You can cast each of these spells once using a spell slot, and recover the ability to do so when you finish a long rest.

Chronomancy Effects

The following effects are activated using 1 charge from your chronoturner. Some of them require a saving throw, using your spell DC when needed.

  • Accelerator. Using your action, you can grant a creature within 60 feet from you that you can see a bonus to it's initiative equal to your intelligence modifier (minimum 1). Only one creature can be affected by this effect at a time. The effect persists 1 minute, and it increases by 1 additional minute at 5th, 11th and 17th artificer level.
  • Alternative Outcome. Using your reaction, you can force a single creature that you can see within 60 feet from you to repeat an attack roll. If the creature fails a charisma saving throw, it then must repeat such attack roll, and has to use the new roll.
  • Blurring. Using your action, you can send parts from your body to the immediate past and future, creating temporal gaps in your own self, adding your intelligence modifier (minimum 1) to your total AC until the ending of your next turn. The effect increases its duration by one additional turn at 5th, 11th and 17th artificer level.
  • Fastforward. Using a bonus action, you grant any willing creature that you can see within 60 feet from you a bonus to it's movement speed equal to 5 times your intelligence modifier (minimum 5 feet) until the end of your next turn. This effect increases it's duration by 1 additional turn at 5th, 10th, 15th and 20th artificer level.
  • Future Sending. When you cast an artificer spell that targets a single creature, you can send said spell to the future. The spell takes effect at the beginning of your next turn. If it requires concentration, it starts until it takes effect, or 6 seconds later (if you're out of combat). You can increase the amount of time you can delay your spells as you gain levels in the artificer class by 1 turn (or 6 additional seconds) at 5th (2 turns), 10th (3 turns), 15th (4 turns) and 20th (5 turns) artificer level.
  • Magical Delay. Using a bonus action, you can reduce the speed of any creature within 60 feet from you that you can see. The creature must succeed on a Charisma saving throw or get it's speed reduced by half until the end of your next turn. This effect has it's duration increased by 1 additional turn at 5th, 10th, 15th and 20th artificer level.
  • Reactive. You can use your reaction to interrupt a creature's turn and take your turn immediately. Can only be used if you haven't taken your turn this round.
  • Spell Continuity. As part of the cast spell action, you can double the duration of any spell with a duration from 1 minute and up to 24 hours. The time can be tripled at 9th artificer level, and quadrupled at 17th artificer level.
  • Time Brake . Using your reaction when rolling initiative, you can subtract your intelligence modifier (minimum 1) from a creature's initiative you can see within 120 feet from you. The creature makes a charisma saving throw, with no effect on a success.
  • Time Rewind. Using your reaction, you can make any creature within 60 feet that you can see, repeat a saving throw or skill check. The creature must make a Wisdom saving throw, repeating the roll on a failure. The creature must use the new roll. (This doesn't affect the legendary resistance trait).
  • Time Slicer. You can use the dodge action as a bonus action.

Infiltrator Specialist

Technology is a useful tool in the right hands, and those who excel in the use of tools have taken their understanding of such to improve the performance of people on every possible job. One of those jobs is the one of the infiltrators: specialized crafters trained in the ways of espionage, stealth and subtlety, using creative gadgets to facilitate, infiltration, assassination and information gathering.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Infiltrator Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Infiltrator Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
1 Disguise Self, Expeditious Retreat
5 Find Traps, Silence
9 Fast Friends, Nondetection
13 Arcane Eye, Greater Invisibility
17 Passwall, Scrying

Trained Spy

By 1st level you have completed the basic infiltrator training.

You gain the ability to take the search or hide actions as a bonus action on each of your turns.

You also gain proficiency with concealed daggers, shortswords and whips.

Chameleon

Starting 1st level, you have learned to magically fuse with the environment. As an action, while wearing a disguise, you can turn yourself invisible for a number of turns equal to half your artificer level (rounded up). If you take the attack action, cast a spell or interact with an object that you're not currently wearing or carrying, the effect ends immediately. You can use this feature a number of times equal to your intelligence modifier (minimum 1), and recover all expended uses when you finish a long rest.

Gadgeteer

Also at 3rd level, you learn how to use your tinker's tools to create varied and useful tools to aid in your missions. During a long rest working with tinker's tools for 1 hour, you can create two of these gadgets, that can be used by you or any other creature. You gain the ability to create one additional gadget at 5th, 9th and 15th artificer level. If you create a new gadget over your actual limit, one of your choice ceases to work and falls apart. You can find the gadgets options at the end of this subclass' entry.

Hidden Strike

Starting 5th level, Once per turn when you hit a creature with a spell or weapon attack, you deal 1d8 additional damage on the damage roll if you have advantage on the attack roll. This damage increases to 2d8 at 15th level.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Improvisation

At 9th level, you always expect the unexpected. Whenever you roll initiative and aren't surprised, you can change one of your artificer prepared spells for other of the same level.

Finally, you can change a single gadget of your choice during a short rest if you have tinker's tools with you.

Extraction Point

Starting 15th level, you now can mark a safe point to evacuate when in danger. As a 1 minute ritual, you mark a point within touch range to be your extraction point. The mark is invisible to everyone except to you and those with truesight or under the see invisibility spell.

During the following week, you can use an action to teleport yourself, anything you're wearing and carrying and up to 5 creatures you're touching to immediately teleport to the extraction point, vanishing the mark.

If the extraction point is occupied by another creature or object, you and the other creatures receive 4d8 force damage each.

Once you've used this feature, you cannot use it again until you've finished a long rest.

Gadgets

The following options are available for infiltrators to create during a long rest that can be used by you or other creature of your choice. If a gadget requires a target to make a saving throw, the DC is equal to your spell DC.

Those gadgets that have charges regain expended uses when you finish a long rest if you have tinker's tools on your possession, while expendable gadgets must be crafted again during a long rest.

If a gadget has a level requirement, you can only create it until you meet the needed artificer level.

Antimagical Belt

Artificer 15th level

You create a magical belt that can be used to create a disruptive field that nullifies magic. You can cast the Antimagic Field spell once without material components, but it's duration is reduced to only 10 minutes.

Arcane Lens

You craft a lens that grants you darkvision up to 60 feet. It has a number of charges equal to your intelligence modifier that can be expended to produce any of the following effects:

  • You gain advantage on a single Wisdom (perception) check or Intelligence (investigation) check relying on sight.
  • you can see up to 1 mile away with ease, being able to discern details as if looking at something no more than 100 feet away from you for up to 1 minute.
Compact Weapon

You can integrate a weapon that lacks the heavy, reach, two-handed or versatile property into a glove or bracer. You can activate or deactivate the weapon as a bonus action. While deactivated, it is indistinguishable from a glove or bracer except by creatures truesight or abilities that detect magic.

Explosive Detonation

You create an explosive grenade with a single use that can be thrown to simulate the effects of a Blast* spell without spending a spell slot. The level at which it is casted increases to second at 9th artificer level, and third at 15th artificer level.

Integrated Armor

Artificer 5th level

Using a disguise kit, you can make any set of light or medium armor you're wearing to meld into your clothes, making it non visible and nullyfying any disadvantage to stealth checks provoked by it. It can be only detected by creatures with truesight or abilities that detect magic.

Kinetic Glove

You create a magical glove that allows you to use kinetic force to move objects around.

You learn the mage hand cantrip while wearing this object. When you cast it, it's invisible.

Mind Blower

Artificer 9th level

You create a pen sized device that can erase the minds of those seeing it. As an action, you can activate the device and make it flash in a 15 feet radius centered on you. Creatures of your choice in the area must succeed in a Wisdom saving throw or have their memories of the last 10 minutes modified by what you say to them. The modified memory must be plausible, and creatures with a wisdom equal to or higher than your spell DC instinctively know that something isn't right and you are related to it (even if they can't tell what it is).

Neuro radar

Artificer 5th level

You create a special helmet that can detect the minds of others as well as some of their thoughts. You can cast the Detect Thoughts spell once without spending a spell slot, and recover the ability to do so when you finish a long rest. You can cast it again using a spell slot to activate the device again.

Pepper Bomb

You create a gas grenade with a single use that releases an stinging gas. It can be thrown up to 60 feet away and detonates in a 20 feet radius. Creatures in the area must succeed on a constituion saving throw or gain disadvantage on all perception, Investigation and attack rolls relying on sight for up to 1 minute. Affected creatures can repeat their saving throw at the ending of each of their turns, ending the effect on a success.

Phantom Pen

You craft a special device that uses a spectral ink to write down things. You can cast the Illusory Script spell a number of times equal to your Intelligence modifier (minimum 1) without spending a spell slot.

Smoke Bomb

You create a gas grenade with a single use that releases a thick smoke in a designated area. You can simulate the Fog Cloud spell without spending a spell slot neither requiring concentration, but it's duration is reduced to 1 minute. The level at which it is casted increases to second at 9th artificer level, and third at 15th artificer level.

Somnus Bomb

You create a gas grenade with a single use that releases a sleeping gas in a designated area. You can simulate the Sleep spell without spending a spell slot. The level at which it is casted increases to second at 9th artificer level, and third at 15th artificer level.

Spider Limbs

Artificer 5th level

You create a backpack device that contains 4 spider like legs. These legs are hidden and can be activated or deactivated as a bonus action. While active, they give you a 30 feet climbing speed, and allow you to climb walls and ever ceilings while maintaining your arms and legs free. They also count as a melee weapon with the light property, and you can use your intelligence instead of strength for both the attack and damage rolls. On a hit, a leg deals 1d6 magical piercing damage.

Teaser

Artificer 5th level

You create an electrical device that counts as a firearm that can shock a creature. You can use it to make a ranged weapon attack against a creature within 15/30 feet of you. On a hit, you deal 1d6 lightning damage and the creature must succeed on a constitution saving throw or be stunned until the beginning of your next turn. You can do so a number of times equal to your intelligence modifier.

The damage of this weapon increases as you gain levels in the artificer class, to 1d8 at 9th level and 1d10 at 15th level.

Universal Traductor

Artificer 9th level

You create a device that allows you to understand others. You can cast the Comprehend Languages spell a number of times equal to your Intelligence modifier (minimum 1) bonus, and recover all expended uses after a long rest.

Mystic Weaver Specialist

Artificers have always been known for their creativity and ability to come up with creative solutions, but those that have learned the ways of the arcane weaving are the rarer among them. These tailors have mastered the art of both fabric weaving and magical weaving, interconnecting creatures with mystical cords and linking their fates for a brief moment.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Mystic Weaver Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mystic Weaver Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Mystic Weaver Spells

Artificer Level Spell
1 Armor of Agathys, Shield
5 Rope Trick, Web
9 Hypnotic Pattern, Shell-ter*
13 Arcane Theft*, Grasping Vine (As a rope)
17 Animate Objects, Hold Monster

Mystical Tapestry

Starting 1st level, you have learned to weave a web of arcane Energy. The weave extends in a sphere with a 60 feet radius around you that moves with you and is invisible. You can activate it as a bonus action using your weaver's tools. While active, you are able to cast any artificer spell with a range of touch to any creature inside of your mystical tapestry. It remains active for up to 1 minute, until you die, fall unconscious or if you deactivate it as a bonus action.

You can activate the tapestry a number of times equal to half your artificer level (rounded up), and recover all expended uses when you finish a short or long rest.

Weaver's Mantle

At 1st level, you can protect your allies with your magical tapestry. When you use your Magical Tapestry feature, you can designate a friendly creature within your mystical tapestry's range to bond it. The creature is then surrounded by magical threads that grants it the following advantages:

  • You can decide to originate any artificer spell you cast from it instead of you.
  • Whenever you cast an artificer spell of 1st or higher level, the creature receives temporary hit points equal to half your artificer level (rounded up) + twice the used spell slot's level.

This effect can be used once per use of your Mystical Tapestry feature, and ends whit it or when the creature exits your mystical tapestry's range.

Lacerating Threads

Starting 5th level, whenever you deal damage with an artificer spell of 1st or higher level to a creature within your mystical tapestry's range, it receives 1d8 additional force damage as threads of magic lash against it. If the spell damages multiple creatures, you then get to apply this extra damage to a single affected creature of your choice.

Entangling Spell

Starting 9th level, once on each of your turns, when you cast an artificer spell of 1st or higher level that targets only you or any other friendly creature you can see within your mystical tapestry, you can instead decide to affect an additional creature inside of your tapestry with it.

Thread's of the Master Weaver

At 15th level, You have increased your mastery over mystical weaving. Your Mystical Tapestry's range increases to 90 feet.

Also, your Asphyxiating Threads bonus damage increases to 2d8 force damage.

Reanimator Specialist

While most artificers focus their study on machines, some of them have taken a step further, delving into the mysteries of life and death. These dread scientists, known as reanimators, use their alchemical knowledge to bring the dead back to life and heal their allies with ease.

Tools of the Trade

When you adopt this specialization at 1std level, you gain proficiency with chirurgeon's supplies and alchemist's supplies. If you already have any of these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

Reanimator Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Reanimator Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Reanimator Spells

Artificer Level Spell
1 Animate Undead*, False Life
5 Enhance Ability, Lesser Restoration
9 Feign Death, Life Transference
13 Aura of Life, Death Ward
17 Danse Macabre, Death's Veil*

Life and Death Researcher

Starting 1st level, you have delved into the magic of life and death. As a result, you learn the Spare the Dying and Toll the Dead cantrips. They count as artificer cantrips for you, but don't count towards the total number of cantrips you know.

Life Serum

At 1st level, you are now able to create a special liquid using your alchemist supplies. Working over 30 minutes during a short or long rest, you create a substance known as Life Serum that you can use to create diverse effects. You produce a number of mililliters equal to twice your artificer level, and can administer them as a bonus action using a special syringe (part of your surgeon's supplies) to administer it. The syringe deals 1d4 piercing damage when used as a weapon and has the light and finesse properties and you are proficient with it.

  • Antidote. You can use a bonus action to inject a willing creature with 2 milliliters of your life serum, neutralizing any poison affecting the creature, as well as finishing the poisoned condition on the creature.
  • Regeneration. You can use a bonus action to inject a number of milliliters up to your intelligence modifier (minimum 1) from your life serum into a willing creature. The creature regains a number of hit points equal to twice the amount of milliliters used.
  • Soldier's Serum. You can use a bonus action to inject a number of milliliters up to your intelligence modifier (minimum 1) from your life serum into a willing creature. The creatures receives a bonus to all it's unarmed and weapon attack rolls equal to the amount of expended milliliters until the beginning of your next turn.

Enhancing Substance

Starting 5th level, your life serum grants creatures super strength.

Creatures benefited by your Life Serum feature deal additional damage with their first unarmed or weapon damage roll after receiving the shot before the end of your next turn equal to the number of injected milliliters.

Reanimation

At 9th level, your Regeneration feature now heals a number of hit points equal to thrice the amount of milliliters used.

Also, you have acquired superior comprehension of how life works, and can bring back the dead from the grave. You gain the following options to use with your Life Serum.

  • It's Alive!. You can use 30 minutes of work to reanimate a humanoid or giant corpse of small or medium size that hasn't been dead for more than 24 hours. You can "repair" it using your chirurgeon's supplies, replacing limbs and tissues from other creatures. Once repaired, you inject 10 milliliters of your life serum, and the corpse must fail a constitution saving throw against your spell DC. On a success, the corpse can never be reanimated or resurrected except by means of the wish spell. On a failure, the creature is reanimated, using one of the creature's stat block at the end of this subclass' entry according to the creature's size. You can have one reanimated creature, and if you reanimate another, the first one dies. It is friendly to you and any creature that you design. It can follow orders commanded by you, but it can only take the dodge and help actions unless you use an action to command it. It takes it's turn after you on the initiative table.
  • Scientific Reanimation. You can use your action to inject a corpse that has not been dead for more than 1 minute with 15 mililliters from your life serum to replicate the effects of the Revivify spell. At 17th level, you can use 30 milliliters to replicate the effects of the Raise Dead spell on a corpse that has been dead for no longer than 10 days.

Master of Life

Starting 15th level, your life serum is now enhanced:

  • Your Regeneration feature now heals a number of hit points equal to 4 times the amount of milliliters used.
  • Your It's Alive! feature can now use 20 milliliters of life serum to reanimate a large sized creature.
  • Creatures brought back to life with your Scientific Reanimation feature now do so without acquiring levels of the Wounded condition.

Medium Reanimated Creature

Medium Monstrosity, Neutral


  • Armor Class 12 + PB (natural armor)
  • Hit Points 8 + 5 times your artificer level. The reanimated creature has a number of Hit dice (d8) equal to your artificer level.
  • Speed 30 feet

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 6 (-2) 10 (0) 4 (-3)

  • Saving Throws Constitution 3 + PB
  • Damage Resistances Bludgeoning, Piercing and Slashing
  • Senses Darkvision 60 feet
  • Languages Understands all languages of it's creator but can only speak in common.
  • Challenge -
  • PB equals your bonus

Abilities

Magic Weapons. The reanimated creature's weapon attacks are magical.


Actions

Multiattack. The Reanimated Creature makes 2 slam attacks.

Slam. Melee attack: your spell attack modifier to hit, one target. Hit: 1d8 + 3 + PB


Small Reanimated Creature

Small Monstrosity, Neutral


  • Armor Class 14 + PB (natural armor)
  • Hit Points 6 + 4 times your artificer level. The reanimated creature has a number of Hit dice (d6) equal to your artificer level.
  • Speed 40 feet

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 14 (+2) 6 (-2) 10 (0) 4 (-3)

  • Saving Throws Dexterity 4 + PB
  • Damage Resistances Bludgeoning, Piercing and Slashing
  • Senses Darkvision 60 feet
  • Languages Understands all languages of it's creator but can only speak in common.
  • Challenge -
  • PB equals your bonus

Abilities

Magic Weapons. The reanimated creature's weapon attacks are magical.


Actions

Multiattack. The Reanimated Creature makes 2 claw attacks.

Claw. Melee attack: your spell attack modifier to hit, one target. Hit: 1d6 + 4 + PB


Large Reanimated Creature

Large Monstrosity, Neutral


  • Armor Class 10 + PB (natural armor)
  • Hit Points 10 + 7 times your artificer level. The reanimated creature has a number of Hit dice (d10) equal to your artificer level.
  • Speed 30 feet

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 18 (+4) 6 (-2) 10 (0) 4 (-3)

  • Saving Throws Constitution 4 + PB, Strength 4 + PB
  • Damage Resistances Bludgeoning, Piercing and Slashing
  • Senses Darkvision 60 feet
  • Languages Understands all languages of it's creator but can only speak in common.
  • Challenge -
  • PB equals your bonus

Abilities

Magic Weapons. The reanimated creature's weapon attacks are magical.


Actions

Multiattack. The Reanimated Creature makes 2 slam attacks.

Slam. Melee attack: your spell attack modifier to hit, one target. Hit: 2d6 + 4 + PB

Rune Sculptor

Rune sculptors are strange and exotic inventors (even for Artificers standards). They draw the ancient energy from arcane runes using their sculpting ability, as well as their knowledge of arcane runes to animate golems, using their knowledge to protect themselves and their allies.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with mason's tools. If you already have any of these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

Rune Sculptor Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rune Sculptor Spells table. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
1 Illusory Script, Shield
5 Magic Mouth, Maximilian's Earthen Grasp
9 Glyph of Warding, Major Image
13 Stone Shape, Stoneskin
17 Animate Golem*, Passwall

Runic Golem

Starting at 1st level, you can spend 1 hour creating a medium sized golem with your mason's tools, which is made of construction materials (clay, concrete, marble, granite, etc). It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Runic Golem stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance.

You can have only one Runic Golem active at any time, and sculpting a new one makes the first to crumble to dust. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your mason's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher, reanimated with a number of hit points equal to 5 times the spell slot's level. If you die, your golem immediately crumbles to dust.

In combat, your golem shares your initiative count, and it takes its turn immediately after yours.

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


Runic Golem

Medium Construct, Unaligned


  • Armor Class 15 + PB (natural armor)
  • Hit Points 8 + 5 times your artificer level. The golem has a number of Hit dice (d8) equal to your artificer level.
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 6 (-2) 10 (0) 3 (-4)

  • Saving Throws Constitution 3 + PB
  • Damage Immunities Poison Psychic
  • Condition Immunities Charmed, exhaustion, frightened, poisoned.
  • Senses Darkvision 60 feet
  • Languages Understands all languages of it's creator but cannot speak.
  • Challenge -
  • PB equals your bonus

Abilities

Runic Infusion. The golem gains an special ability according to the used runes.


Runic Discharge. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft ., one target you can see. Hit: 1d6 + PB (special)* damage.

Runic Infusions

You know how to imbue your golem with powerful runes, that you can decide to sculpt in your golem. Each rune grants your golem elemental damage to it's slam attack, grants a damage resistance and grants a unique ability. Some of these infusions require a saving throw, made against your spell DC.

  • Dod. (Death) This dreadful rune empowers your golem with necrotic energy, giving the golem resistance to necrotic damage and necrotic damage to its attacks. While imbued with this rune, the golem's attacks have a Touch of Death. The target makes a constitution saving throw. On a failure, the target receives half your artificer level (rounded up) + your intelligence modifier (minimum 1) the next time you or your golem damage it within the next minute.
  • Hellig. (Sacred) Wielding divine energy, this rune grants your golem resistance to radiant damage and radiant damage to its attacks. While imbued with it, the golem gains the Touch of Healing ability. The golem can use its action to heal a creature within touch range for an amount of it points equal to 1d4 + your artificer level. This ability can be used a number of times equal to your Intelligence modifier (minimum 1), recovering all expended uses when you finish a long rest.
  • Ild. (Fire) This fiery rune imbues your golem with heat, granting resistance to fire damage and fire damage to its attacks. While imbued with this rune, your golem has the Fiery Stone trait. Creatures that hit your golem with melee attacks are damaged by it's heat, taking fire damage equal to half your artificer level (rounded up).
  • Ise. (Ice) Using the frost energy of this rune, you empower your golem with resistance to cold damage and cold damage to its attacks. While imbued with it, the golem can use a bonus action to activate Aura of Winter. The aura has a 10 feet radius centered on it. Creatures of your choice that begin their turn inside the area or that enter the aura for the first time on their turn must make a Constitution saving throw. On a failure, their speed is reduced by 10 feet and cannot take reactions until the beginning of your golem's next turn. The golem can deactivate this aura as a bonus action.
  • Uvar. (Storm) This stormy rune imbues your golem with electric energy, granting resistance to lightning damage and adding lightning damage to its attacks. While imbued with this rune, your golem gets the Arcing Lightning trait. Once per turn, when the golem hits a creature, it can immediately use it's bonus action to damage another creature within 10 feet from it's target that isn't behind cover. The new creature must succeed on a Dexterity saving throw or take lightning damage equal to 1d4 + half your artificer level (rounded up).

Empowering Runes

Starting 5th level, your golem can now make an extra attack when commanded to take the attack action.

Arcane Carving

Starting 9th level, your golem becomes an extension of your magic. When you cast an artificer spell of 1st or higher level within 30 feet of it, you can instead have the spell originate from it. If you do so, the next attack made by your golem adds 1d8 extra elemental damage.

Also, your runes now have new effects on your golem.

  • Dod. When your golem reduces a hostile creature to 0 hit points, you or your golem (your choice) gain temporary hit points equal to half your artificer level (rounded up).
  • Hellig. Allies benefited from your golem's touch of healing add your intelligence modifier (minimum 1) as a bonus to their next saving throw within the next minute.
  • Ild. Your golem's attacks now deal additional fire damage equal to your Intelligence modifier (minimum 1).
  • Ise. Your golem's Aura of Winter's radius increases to 30 feet.
  • Uvar. Your golem's Arcing Lightning ability now can target two creatures with the same bonus action.

Ancient Runes

Starting 15th level, you've understood more runes to empower your golem. You can now imbue your golem with one additional especial rune (described below).

  • Blod. (Blood) Using the profane Blod rune, you can imbue your golem with a mild regenerative magic. Your golem is regains half your artificer level (rounded up) as hit points when it starts it's turn below half it's maximum hit points.
  • Ferd. (Journey) Carving the ancient rune of traveling and journeys, you grant your golem with swift movement. Its speed increases by 10 feet, and can take the disengage action as a bonus action on each of it's turns.
  • Krig. (War) A rune used only to wage war against others, it grants your golem immense power. When carved on your golem, it can make three attacks instead of only one when commanded to take the attack action.
  • Stein. (Stone) This rune is a common one, but only few can actually tap into it's primal powers. Carving this rune into your golem grants it additional resistance, giving it resistance to bludgeoning, piercing and slashing damage from non-adamantine attacks and a +1 bonus to it's AC.

Storm Fighter Specialist

Magicians of all kinds quickly discovered how to command the storms and, when common mortals finally discovered how to do so also, the world changed forever. Some artificers, wondered by this new source of energy and power dedicate their lives to the understanding of storms and lightning, and learn how to efficiently enhance their bodies letting electricity run freely across them, increasing their physical prowess.

Tools of the Trade

When you adopt this specialization at 1st level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Storm Catcher Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Storm Catcher Spells table. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Storm Catcher Spells

Artificer Level Spell
3 Recharge*, Thunderwave
5 Resuscitation*, Levitate
9 Call Lightning, Lightning Bolt
13 Freedom of Movement, Storm Sphere
17 Far Step, Ride the Lightning*

Shocking Warrior

At 1st level, you learn either the shocking grasp or the lightning lure cantrip. The cosen cantrip counts as an artificer cantrips for you, but don't count towards the total number of cantrips you know.

Also, you gain proficiency with heavy armor, tower shields and martial weapons.

Voltaic Device

Also at 1st level, you have learned to create a device to store and channel electricity. Using your engineer tools you can create after 1 hour of work during a long rest a special device that generates electricity when you infuse it with magic. This device is called a voltaic device, and if you ever create a new one, the first falls apart, as the magic holding it together dissipates.

Your voltaic device can be mounted on your forearm, your waist, your head or your upper back (your choice), leaving your hands free while used as a spellcasting focus for your artificer spells.

When you use it to cast an artificer spell that inflicts lightning damage, you can reroll a number of damage die up to your Intelligence modifier (minimum 1). You must use the new roll regardless of the result.

Charged Attack

Starting 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn as long as you have your Voltaic Device mounted on you.

Voltaic Adaptation

Starting 9th level, you gain resistance to lightning damage while having your voltaic device on you.

Also, you now add your Intelligence modifier (minimum 1) as lightning damage to the damage roll of any weapon attack you make while having your Voltaic Device mounted on you.

Overcharged Combatant

Starting 15th level, you can use your voltaic device to further improve your body. You can attack thrice instead on twice when you take the attack action on your turn as long as you have your Voltaic Device mounted on you.

Also, whenever you cast an artificer spell of 1st or higher level on your turn using your Voltaic Device as a spellcasting focus, your movement is increased by a number of feet equal to 5 times the spell's level until the end of your turn.

Toxicist Specialist

The toxicict's job is dangerous and delicate, as very few have the guts and resilience to recollect and purify toxins from the world. Artificers that focus on the craft and study of poison and toxins are quite rare, and those few that do larn to both inflict and cure multitude of poisons on living creatures.

Tools of the Trade

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

Toxicist Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Toxicist Spells table. These spells count as arti­ficer spells for you, but they don't count against the number of artificer spells you prepare.

Toxicist Spells

Artificer Level Spell
1 Detect Poison and Disease, Ray of Sickness
5 Blindness/Deafness, Ray of Enfeeblement
9 Acid Rain*, Stinking Cloud
13 Confusion, Contagion
17 Cloudkill, Corrosive Touch*

Poisoner

Starting 1st level, you learn the poison spray cantrip and it doesn't count against the total number of cantrips you know. Also, whenever you use your poisoner's supplies as a focus to cast any artificer spell that deals acid or necrotic damage, you can instead make it deal poison damage.

Poison Craft

At 1st level, using your poisoner's supplies you can produce, over a long rest, a number of poison vials equal to your artificer level (rounded up). You can create additional poisons of your choice spending a spell slot as an action while holding your poisoner's supplies on hand. The number of poisons created in this way equals the expended slot's level.

These poisons require it's target to make a Constitution saving throw against your spell DC to be effective. When you create a poison using this feature, choose from the following options for each individual poison:

  • Asthenic Poison. A creature affected by this poison becomes soporous, having it's speed reduced by half and losing it's ability to take reactions. The effect persists a number of minutes equal to half your artificer level (rounded up). A creature can repeat it's saving throw after each minute, ending the effect on a success.
  • Blinding Poison. A creature affected by this poison becomes blinded. The effect persists a number of rounds equal to half your artificer level (rounded up). A creature can repeat it's saving throw at the end of each of it's turns, ending the effect on a success.
  • Hallucinogen Poison. A creature affected by this poison has disadvantage on perception checks. Also, on each of it's turns, whenever it tries to attack an enemy, it should make a Constitution saving throw against your spell DC. On a failure, it must attack another creature within range (or an hallucination on an empty space if there's no other creature on range). The effect persists a number of turns equal to half your artificer level (rounded up).
  • Lingering Poison. The creature gets the poisoned condition. The effect persists a number of days equal to half your artificer level (rounded up). A creature affected by this poison can repeat it's saving throw every day, ending the poisoned effect on a success.
  • Metabolic Poison. A creature affected by this poison gets disadvantage on saving throws against poison damage as well as vulnerability to poison damage. The effect persists for a number of rounds equal to half your artificer level (rounded up).
  • Rotting Poison. Creatures afflicted by this poison receive 1d4 + half your artificer level (rounded up) as necrotic damage at the beginning of each of it's turns. This effect persists for a number of rounds equal to half your artificer level (rounded up). The poisoned creature can repeat it's saving throw at the ending of each of it's turns, ending the effect on a success.
  • Sleep Poison. A creature affected by this poison falls sleep immediately. The creature remains sleep a number of minutes equal to half your artificer level (rounded up). It wakes up immediately if it is damaged or forced to make a saving throw.
  • Weakening Poison. A creature affected by this poison has disadvantage on it's unarmed and weapon attack rolls. Also, they must roll twice any damage roll, using the lower of the rolls. The effect persists a number of rounds equal to half your artificer level (rounded up).

You can deliver your poisons via three different methods.

  • Ingested. You can put the poison in the food or drink of any creature as an action. Such creature must succeed on a perception check against your spell DC. On a success, it realizes someone has tried to poison it. You can instead put it on the mouth of a paralyzed or unconscious creature. Also, you can use your action to throw the poison into the mouth of a creature within 5 feet from you if you succeed on a contested check of your Dexterity (Sleight of Hand) versus the creature's Dexterity (Insight) check. A creature that has ingested any of your poisons has disadvantage on it's saving throws against it.
  • Inhaled. You can use your poisoner's supplies to volatilize the poison as an action. You can throw it as far as 60 feet away from you, affecting all creatures in a 5 feet radius centered on a point where you throw your poison vial. Creatures in the area have a +2 bonus to their saving throws against the poison as it takes more dose to really be affected by it.
  • Injury. You can coat any weapon that deals piercing or slashing damage with a full vial of poison as a bonus action. Using your action instead, you can apply it directly on any open injury of a paralyzed or unconscious creature. Poison coated in weapons remain up to 1 minute on the blade, evaporating after it. The amount of time the poison remains in the weapon increases to 10 minutes at 9th level, and 1 hour at 15th artificer level.

Your poisons deal 2d6 poison damage or half the amount on a success, when administered to non undead or construct creatures. You deal extra damage with your poisons as you gain levels in this class. The extra damage increases to 3d6 at 9th level, 4d6 at 13th level and 5d6 at 17th level. You can create any combination of poisons of your choice, and you can change any poison during a long rest.

Venomous Artist

Starting 5th level, you add your intelligence modifier to any artificer's spell damage roll that deals poison damage, as well to any poison you've crafted. with your Poison Craft feature.

Also, you gain resistance to poison damage and immunity to the poisoned condition.

Poisoner's Eye

At 9th level, your expertise with poisons have granted you insight into other's tolerance to poison. If you spend at least 1 minute observing a creature within 60 feet from you, you learn the following things:

  • Whether the creature has immunity, resistance or vulnerability to poison damage.
  • If the creature has some bonus or immunity to saving throws against being poisoned.
  • The creature's constitution saving throw modifier.

Deadly Toxins

Starting 9th level, poison damage inflicted by your artificer spells and features, as well as those crafted by you using your poisoner's supplies ignore resistance to poison damage. Creatures with immunity to poison damage instead receive half damage from your cleric features and spells. Undead and constructs are immune to this feature.

Also, you can now poison creatures with immunity to being poisoned (like elementals). Those creatures have advantage on their saving throws to avoid being poisoned by you.

Virtuous Poisoner

Starting 15th level, you can now create an astounding amount of poison with little ease. Now, whenever you take a short rest, you can decide to produce an extra number of poison vials equal to your intelligence modifier (minimum 1) to replace expended ones. You can never haver more poison vials than half your artificer level (rounded up).

You can do this only once, and recover the ability to do so when you finish a long rest.

Also, you become immune to poison damage.

Barbarian

Primal warriors, savage dwellers of the wilds and raging machines of destruction, barbarians are individuals that somehow have discovered how to tap into the inner and primal essence of anger and rage to enhance their combat ability, tensing their muscles to achieve unparalleled feats of strength as well as allowing their bodies to resist even the most gruesome of injuries without even using armor. Using the strange and hardly understood nature of the rage, these warriors become more powerful as they become even harder to bring down, being true monsters and nightmares for anyone unlucky enough to find one as it's enemy.

Class Features

Hit Points

  • Hit Dice: 1d12 per Barbarian level
  • Hit Points at 1st Level: 12 + Your Constitution modifier
  • Hit Points at Higher Level: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st.

Proficiencies

  • Armor: Light Armor, Medium Armor, Shields (except Tower Shields).
  • Weapons: Simple Weapons, Martial Weapons.
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Athletics and three from Animal Handling, Composure, Endurance, Intimidation, Medicine, Nature, Perception, Stealth and Survival

Equipment

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

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes, (b) a shortbow, a quiver and 20 arrows or (c) 5 javelines
  • Any simple weapon
  • (a) hide armor or (b) a regular shield
  • An explorer's pack
Barbarian
Level Proficiency Bonus Features Rage Uses Rage Damage Primal Embodiments
1st +2 Rage, Unarmored Defense, Reckless Attack 2 +2
2nd +2 Danger Sense, Renewed Rage (1) 2 +2
3nd +2 Primal Path, Primal Embodiment 2 +2 1
4rd +2 Ability Score Improvement 3 +2 1
5th +3 Extra Attack, Fast Movement (5 ft) 3 +3 2
6th +3 Path Feature 3 +3 2
7th +3 Feral Instinct 3 +3 2
8th +3 Ability Score Improvement 4 +3 3
9th +4 Brutal Critical (1 die) 4 +4 3
10th +4 Path Affinity, Path Feature 4 +4 3
11th +4 Relentless Rage, , Fast Movement (10 ft) 4 +4 4
12th +4 Ability Score Improvement 5 +4 4
13th +5 Brutal Critical (2 die) 5 +5 4
14th +5 Path Feature, Renewed Rage (2) 5 +5 5
15th +5 Persistent Rage 5 +5 5
16th +5 Ability Score Improvement 6 +5 5
17th +6 Brutal Critical (3 die) 6 +6 6
18th +6 Indomitable Might, Fast Movement (10 ft) 6 +6 6
19th +6 Ability Score Improvement 6 +6 6
20th +6 Primal Champion Unlimited +6 7

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor or tower shields:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for up to 10 minutes. It ends early if you are knocked unconscious, if you take a short or long rest or if you go by 1 minute without having attacked a hostile creature or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

Also at 1st level, your body is more resilient than those of other mortals. While you're not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 1st level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, restrained or incapacitated.

Primal Path

At 3rd level, you choose one of the 20 primal paths available to mortals, which shapes the nature of your rage and empowers you in different ways. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Embodiments

Starting 3rd level, the primal fury burning inside you allows you to adopt certain primal embodiments that improve your physical proficiency, and allows you to achieve feats of strength that no other mortal could normally do.

To benefit from a Primal Embodiment, you must be conscious and raging. You can take a primal embodiment only once, and can replace one of them whenever you gain a new level in this class.

The Primal Embodiments options are presented at the end of the barbarian class' entry.

Ability Score Improvement

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

Renewed Rage

Also at 4th level, when you take a short rest you regain 1 expended use of your rage feature.

Starting 14th barbarian level, you now regain 2 expended uses of this feature whenever you finish a short rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 5 feet while you aren't wearing heavy armor or tower shields.

You gain 5 additional feet of movement at 11th and 18th level.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious, take a rest or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Also, you're now always raging, and cast spells at will if you're able to.

Primal Embodiments

The following are the available Primal Embodiments in alphabetical order for Barbarians to chose from. If a Primal Embodiment has a specific prerequisite, you can't chose it until you've met such prerequisite.

3rd Level Primal Embodiments

These are the first embodiments a barbarian can awaken, as they have just discovered the "blessings" that rage entails.

Aggresive Advance

As part of the bonus action you take to enter your rage, you can move up to half your speed.

Also, you can take the dash action as a bonus action.

Bestial Movility

You gain a swimming and climbing speed equal to your walking speed.

Bloodlust

Once per turn, when you reduce a creature to 0 hit points, you gain temporary hit points equal to your rage damage bonus.

Blood Sight

You gain darkvision with a 60 feet range while raging. If you already have darkvision, it's range increases by 30 feet up to 150 feet.

Crusher

If you roll a number lower than your strength modifier in a Heavy melee weapon damage roll, you can replace the rolled number with your strength modifier.

Demolisher

Your melee weapon attacks deal maximum damage against structures.

Also, your rage damage is doubled against constructs.

Focused Rage

Once per rage, you can maintain your rage active even if you don't attack a creature or receive damage on a given turn.

Improvisation

You are considered proficient with improvised weapons.

Mountain Stance

You gain advantage on saving throws against being pushed, pulled or knocked prone.

Provoke

Creatures you damage with a melee weapon attack have disadvantage on attack rolls against creatures other than you if you're within 5 feet from it.

Primal Senses

You have advantage on saving throws against illusions and spells of the illusion school.

Raging Throw

You can throw any melee weapon you are proficient with that doesn't have the thrown property. The range of this attack is 30/60, it uses strength as the attack ability and it counts as a melee weapon attack for the purposes of barbarian features.

Relentless Pursuit

When you make an opportunity attack, as part of the same reaction, you can follow the creature up to half your movement speed.

Renewing Rage

When you use your rage feature, you recover hit points equal to your rage damage bonus + your constitution modifier.

You can use this feature a number of times equal to your constitution modifier (minimum 1) between long rests.

Shrug it Off

Your Unarmored Defense grants you a damage reduction of 2 against bludgeoning, piercing and slashing damage.

Stonefists

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

Also, they count as melee weapon attacks for purposes of your barbarian features.

At 6th level, your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage.

10th Level Primal Embodiments

These embodiments are the result of barbarians letting their body and minds be shaped by their fury. These are powerful abilities, and those barbarians that develop them are probably most dangerous than most common monsters.

Aggresive Step

Prerequisite: Aggressive Advance or Kobold

Your movement speed increases by 10 additional feet and your jump distance is doubled.

Also, if you take the disengage action on your turn, you can make one melee weapon attack as a bonus action.

Blind Sense

Prerequisite: Blood Sight or Yirath

You have blindsight with a range of 15 feet. Within that range, you can effectively see anything that isn't behind total cover while you're not blinded. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Brutal Attack

Prerequisite: Crusher or Dragonborn

Once per turn, when you take the attack action, you double your rage damage bonus on one melee weapon damage roll when you hit a creature with a melee weapon attack.

Cleaving Attack

Prerequisite: Improvisation or Goliath

Once per turn, if you're wearing a two-handed melee weapon, you can target up to three creatures you can see that are within 5 feet of each other and of you with a single attack. You must decide so before making the attack roll. You compare your attack roll result against both creature's AC ignoring critical hits. On a hit, you roll damage individually for each one.

Demolishing Critical

Prerequisite: Demolisher or Genasi

Your melee weapon attacks score a critical on a roll of 19-20.

Frightening Execution

Prerequisite: Bloodlust or Sidhe

Once on each of your turns, when you score a critical hit or reduce a creature to 0 hit points with a melee weapon attack, creatures within 10 feet from the creature must make a Wisdom saving throw against a DC equal to 8 + your strength modifier + your proficiency bonus. On a failure, they become frightened of you until the beginning of your next turn.

Furious Retaliation

Prerequisite: Bloodlust or Hobgoblin

When a creature within range you can see hits you with an attack roll or affects you with a spell, you can use your reaction to make a melee weapon attack against it.

Heightened Senses

Prerequisite: Blood Sight or Elf

You have advantage on perception checks.

Also, you can use your Danger Sense feature even if you can't see the effect, or if you're blinded or deafened, but not if you're incapacitated.

Indomitable

Prerequisite: Focused Rage or Human

You gain advantage on Wisdom and Charisma Saving throws.

Also, if you fail a Wisdom or Charisma save, you can use your reaction to epeat the roll but without advantage. You must use the new roll.

Ironside

Prerequisite: Shrug it Off or Halfling

You gain a +1 bonus to your unarmored defense feature's AC.

Mage Slayer

Prerequisite: Provoke or Gnome

Once on each of your turns, creatures damaged by your melee weapon attacks concentrating on a spell gain disadvantage on the concentration check provoked by the damage you inflicted it.

Also, whenever a creature casts a spell within 5 feet from you, you can make a melee weapon attack against it as a reaction.

Pummeling Blows

Prerequisite: Mountain Stance or Dwarf

Once per turn, when you hit a creature with a melee weapon attack, you can force it to make a strength saving throw against a DC equal to 8 + your strength modifier + your proficiency bonus. On a failure, the creature falls prone. It has advantage on the save if it's flying or has more than 2 legs.

Raging Transformation

Prerequisite: Bestial Movility or Shifter

You can transform yourself into a beast, taping in the inner fury of your soul. Choose either giant boar, polar bear (you can choose either grizzly, black or polar bear color) or saber-toothed tiger.

You can transform into the beast as a bonus action, and when you do so, you gain temporary hit points equal to your barbarian level. While transformed in this way, you can benefit from your barbarian features, and your natural weapons count as melee weapons for the purposes of barbarian features.

Also, you use your own proficiency bonus to calculate any DC save, and you retain your strength score if it's higher than your chosen form, as well as your Intelligence, Wisdom and Charisma scores. Otherwise, this feature works like a druid's wild shape.

You cannot change your chosen beast, even if you lose this Primal Embodiment and chose it again later.

You can use this feature once, and recover the ability to do so once you've finished a long rest.

Regeneration

Prerequisite: Renewing Rage or Aasimar

Once per turn, you can use a bonus action to heal yourself, expending 1 hit die. The amount of regained hit points equals your hit dice + your constitution modifier + your rage damage bonus.

You can use this feature a number of times equal to your constitution modifier (minimum 1) between short or long rests.

Relentless Fury

Prerequisite: Relentless Pursuit or Ravenite

When you are reduced to 0 hit points but not outright killed, you can make an opportunity attack with a melee weapon against a creature within range. If the attack hits, you instead fall to 1 hit point.

Starting 11th level, you can use this feature if you fail your Relentless Rage feature saving throw.

Shadow Sight

Prerequisite: Primal Senses and Darkvision or Tiefling

Your darkvision now works even in magical darkness.

Subclasses

Barbarians are primal warriors that channel their inner fury and anger to enhance their combat ability and survivability. They can shrug the most heinous attacks and survive with ease, while devastating their enemies, and sometimes, their allies. Barbarians of Abbeorht have rare ways to exploit their rage, having the following subclasses available for them.

Path of the Ancestral Guardian

Most barbarians that come from the wilds belong to tribes that revere their ancestors, consulting them and trying to follow their paths towards honor and glory. Some barbarians among them are chosen by their ancestors, being able to summon them to it's aid, as they watch over the youngling as it grows to become one of them. The following text replaces the XGtE's subclass entry.

Subclass Restriction: Non-Ravenite

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by three times your rage damage bonus.

At 14th level, you reduce the damage by four times your rage damage bonus.

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

Path Affinity

Also at 10th level, you receive the now ignore any prerequisite for the Heightened Senses primal embodiment.

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.

Path of the Baelfire

Barbarians use their burning inner rage to survive even the most bloody of battles with barely some scratches, but there are some among them that can even manifest that burning passion as physical fire.

These barbarians have an inner fire that grants them resistance to extreme environments, as well as the ability to burn the flesh of their enemies.

You can determine the reason of your burning rage or choose one from the following table.

1d4 Baelfire Origin
1 One (or both) of your parents were tieflings or fire genasi.
2 You (or your parents) made a pact with a fiery otherwordly creature.
3 You were born during a nearby volcanic eruption.
4 You were blessed by a deity of either fire or the sun.

Subclass Restriction: Non-Water Genasi

Living Bonefire

Starting when you choose this path at 3rd level, your rage is fanned by your inner fire. When you activate your rage feature, your body ignites, granting you the following advantages:

  • You gain resistance to cold and fire damage.
  • You ignite, producing bright light in a 15 feet radius and dim light in 15 additional feet.
  • When a creature grapples or hits you with a melee attack, you can use your reaction to inflict twice your rage damage as fire damage against that creature.

Inner Heat

At 3rd level you become immune to the effects of extreme cold and heat.

Also, while raging, you can inflict fire damage equal to half your barbarian level (rounded up) once on each of your turns when you hit a creature with a weapon attack.

Flame Affinity

At 6th level, you learn the produce flame cantrip. Constitution is your spellcasting ability for it, and can cast it even while raging.

Fire and Steel

Starting 10th level, whenever you cast the produce flame cantrip while raging, you can make a melee weapon attack as a bonus action.

Also, while you're raging, fire damage you inflict ignores resistance to fire damage. Creatures with immunity to fire damage receive half fire damage from you (elementals are immune to this feature).

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Relentless Fury primal embodiment.

Pyro Embodiment

At 14th level, you have resistance to cold and fire damage even while not raging, and Immunity to fire damage while raging.

Path of the Beast

Barbarians are bestial creatures, known for their primal strength and their seemingly endless rage. Some among them drive those features even further, being able to channel that very animalistic nature into their own bodies, enhancing many times their combat ability. The following text replaces the TCoE's subclass entry.

You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

1d4 Beast Origin
1 One of your parents is a therianthrope, and you've inherited some of their curse.
2 You are descended from an archdruid and inherited the ability to partially change shape.
3 A fey spirit gifted you with the ability to adopt different bestial aspects.
4 An ancient animal spirit dwells within you, allowing you to walk this path.

Subclass Restriction: Non-Shifter

Form of the Beast

Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

  • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
  • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Infectious Fury

At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see within range.
  • Target takes 2d8 psychic damage.

You can use this feature a number of times equal to your constitution modifier (minimum 1), and you regain all expended uses when you finish a short or long rest.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Raging Transformation primal embodiment.

Call the Hunt

At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature.

Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your Constitution modifier (minimum 1) between long rests.

Path of the Battlerager

Known as brutes or spiked zealots, barbarians that cover themselves in thorns before entering combat are some of the most dreadful and terror-inspiring enemies. They become masters of body combat, learning to use their thorny bodies as their deadliest weapons. The following text replaces the SCAG's subclass entry.

Spiked Rage

When you choose this path at 3rd level, you gain the ability to effectively use any spiked armor as a melee weapon. You now add your strength modifier to the damage rolls of your spiked armor and spiked shields weapon attacks. While wearing spiked armor or a spiked shield and raging, you can use a bonus action to make one melee weapon attack with your armor or shield against a creature.

Additionally, while you're wearing spiked armor and you use the Attack action to grapple a creature and succeed, the target takes damage equal to your spike attack damage roll.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Also, if you move at least 20 feet in a straight line towards a creature and then immediately after hit it with a spiked armor or shield, the creature must succeed on a Constitution saving throw against a DC 8 + your strength modifier + your proficiency bonus or lose it's ability to take reactions until the beginning of your next turn.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Pummeling Blows primal embodiment.

Piercing Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes your rage damage as piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

Path of the Berserker

Maybe the most iconic and popular of paths among all barbarians, berserkers are fearsme warriors that use their rage to numb their minds and enter a trance of destruction and bloodshed. The following text replaces the PHB's subclass entry.

Subclass Restriction: Non-Hobgoblin

Frenzy

Starting when you choose this path at 3rd level, you go into a bloodlust when you rage. When you take the attack action on your turn while you're raging, you can use a bonus action to make a melee weapon attack.

Mindless Rage

Beginning at 6th level, your rage clouds your mind. As a result, you can't be charmed or frightened while raging.

Also, if you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Berserker's Resilience

Starting 10th level, you are battle hardened to the point you can ignore injuries that would fell a lesser man. When you enter a rage, you gain a number of temporary hit points equal to your barbarian level + your Constitution modifier (minimum 1).

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Demolishing Critical primal embodiment.

Retaliation

Starting at 14th level, you now can damage those that attack you even while you're not raging.

If you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If you're raging, you make instead two quick attacks against it as part of the same reaction.

Path of the Dragon Soul

Dragons are some of the most awe inspiring creatures alive, they are feared, hated and respected by mortals. Despite this, some tribes and fearful warriors seek those creatures, hoping to learn their secrets. Those that follow this fearsome path are known as Dragon Souls, and they embody all those traits that mortals associate with dragons.

You can choose the origin of your draconic powers or roll on the draconic origin table.

1d6 Draconic Origin
1 One (or both) of your parents had draconic blood.
2 You drank the blood of a mighty ancestral dragon.
3 You were blessed with power since you were born.
4 A dragon infused your body with primal energy.
5 The gods cursed/blessed you with a dragon's rage.
6 The soul of a dragon merged with yours after a ritual.

Subclass Restriction: Non-Dragonborn

Dragon Claws

Starting when you choose this path at 3rd level, you grow mighty claws on your hands, making your unarmed attacks deal 1d6 + your strength modifier as slashing damage. They count as melee weapon attacks for barbarian features purposes, and as magical for purposes of overcoming resistance and immunity to non magical damage. While raging, you can make a claw attack as a bonus action on each of your turns if you have a free hand or holding a two handed weapon.

Draconic Affinity

At 6th level, your body has acquired reptilian features, similar to a specific type of dragon. Choose a draconic souls.

Your body grows thick scales, giving your unarmored defense feature an additional +1 bonus to your AC, and you gain resistance to the type of damage of your draconic soul. You cannot later change it.

Mighty Breath

At 10th level, you can use the dragon soul to exhale a powerful breath against your enemies. Once per rage, you can use your action to exhale a powerful breath that deals a number of d6 equal to your rage bonus damage of your dragon soul's damage type.

Creatures in the area make a saving throw with a DC equal to 8 + your bonus proficiency + your constitution modifier, and successful creatures take only half damage.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Blind Sense primal embodiment.

Draconic Affinity Table
Draconic Soul Damage Type Breath Weapon
Black Acid 5' by 30' line (DEX save)
Blue Lightning 5' by 30' line (DEX save)
Brass Fire 5' by 30' line (DEX save)
Bronze Lightning 5' by 30' line (DEX save)
Copper Acid 5' by 30' line (DEX save)
Gold Fire 15' cone (DEX save)
Green Poison 15' cone (CON save)
Iron Cold 15' cone (CON save)
Mercury Poison 15' cone (CON save)
Purple Lightning 5' by 30' line (DEX save)
Red Fire 15' cone (DEX save)
Silver Cold 15' cone (CON save)
White Cold 15' cone (CON save)
Yellow Fire 5' by 30' line (DEX save)

Wings of Terror

At 14th level, while you're raging, you now also sprout a pair of dragon wings from your back, gaining flying speed equal to your walking speed. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Path of the Earth Shaker

Earth shakers are know for their deep connection with the earth, learning how to tap into the elemental power of the land under their feet. Communing with the elemental plane of earth, these barbarians are capable to control the very earth around them to attack their enemies.

Subclass Restriction: Non-Air Genasi

Shaking Stomp

Starting when you choose this path at 3rd level, you can now produce seismic waves around you. Whenever you take the attack action while you're raging and standing on solid ground, you can replace one of your attacks to target a creature of large or smaller size within 30 feet from you that you can see or sense to make the earth tremble below it.

You make a powerful stomp, sending seismic waves toward an enemy standing on solid ground. The target must succeed on a dexterity saving throw or take 1d6 + half your barbarian level (rounded up) as bludgeoning damage, falling prone. On a success, the target receives half damage and doesn't fall prone.

This feature deals half damage to huge and gargantuan creatures, and they don't fall prone on a failure.

Primal Walker

Starting 6th level, the earth recognizes you as part of itself.

Now, difficult terrain made of earth, mud, rock and sand no longer slows you down, and you gain tremorsense with a range of 30 feet.

Also, you learn how to read, write and speak Primordial.

Earthen Rage

At 10th level, your connection with the earth has made your body more resilient. Whenever you rage, you gain temporary hit points equal to your constitution modifier + half your barbarian level.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Ironside primal embodiment.

Erupting Ground

At 14th level, your earth-wisdom has granted you insight into how to make the ground explode under your feet. When you use your Shaking Stomp feature, you can decide to damage creatures near the target. You affect all creatures within 5 feet from the target, and they must succeed their saving throws or suffer the effects of such feature.

Path of the Primal Hunter

Most barbarians favor close combat to prove their might as warriors, but there are some among them that do so from the distance.

A rare sight on civilized lands, primal hunters focus their rage throwing deadly weapons to their preys, tracking and hunting beasts and monsters, and some of them even hunt for giants and even mortals.

Mortal Aim

Starting when you choose this path at 3rd level, you have fast reflexes when throwing weapons. You can draw a weapon that has the thrown property as part of the attack you make with the weapon, and thrown weapons using strength count as melee weapon attacks for purposes of your barbarian features.

Thrown Expertise

Also, at 3rd level, your focus with ranged weapons has made you into a deadly hunter. While you're raging, attacking with thrown weapons at long range doesn't impose disadvantage on your ranged attack rolls.

Primal Tracker

At 6th level, you have learned to better hunt your preys. You gain proficiency in the survival and perception skills, and have advantage on skill checks to track creatures.

Thrill of the Hunt

Starting 10th level, you can lead your hunting party on the sacred hunt.

Once per rage, you can use a bonus action to imbue the spirit of the hunt into you and a number of creatures up to your rage damage bonus that you can see within 30 feet of you and that can hear you. These creatures gain advantage on their weapon attack rolls until the start of your next turn.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Aggressive Step primal embodiment.

Rain of Spears

At 14th level, you have learned how to bring down multiple targets at once. Whenever you use your reckless attack feature, you can make one additional thrown weapon attack as part of the attack action.

Path of the Profane Pact

While most barbarians believe "magic people" to be agents of evil and corruption, some of these warriors have embraced such powers, making a pact with a powerful entity that demands but one single thing: their bodies upon death. Using their body and souls to channel the energy of those entities, these barbarians lay waste whit their powerful attacks improved with magic casted at the expense of their own flesh.

Some of these entities include powerful incorporeal undead, great old ones, ancient crones, dread lords, ancient vampires and some evil demon lords.

Pact Magic

At 3rd level, the pact you made with your patron grants you the ability to cast eldritch spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Mana Points

The Profaene Soul Spellcasting table shows how many mana points you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a number of mana points equal to the desired spell's level.

You regain all expended mana point when you finish a short or long rest.

For example, if you know the 1st-level spell Charm Person and are a level 7 barbarian, you can spend either 1 or 2 mana points to cast it as a 1st or 2nd level spell respectively.

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Profane Pact Spellcasting Table
Barbarian Level Cantrips Known Spells Known Mana Points Slot Limit
3 2 2 1 1
4 2 2 2 1
5 2 3 2 1
6 2 3 2 1
7 2 4 3 2
8 2 4 3 2
9 2 5 3 2
10 3 5 4 2
11 3 6 4 2
12 3 6 4 2
13 3 7 5 3
14 3 7 5 3
15 3 8 5 3
16 3 8 6 3
17 3 9 6 3
18 3 9 6 3
19 3 10 7 4
20 3 11 7 4

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Focus

You can use any melee weapon you're proficient with as a spellcasting focus for your warlock spells. You can cast and maintain concentration on your warlock spells while raging.

Spellcasting Ability

Constitution is your spellcasting ability for your warlock spells, since your spells are casted using your own vital force. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a domain spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Pact of Corruption

Also at 3rd level your patron has requested something from your body. Choose one of the following pacts:

  • Pact of the Blood. Whenever you are hit by an attack roll and receive non psychic damage from a creature within 10 feet from you, you can use your reaction to transform the spilt blood into acid, dealing half the damage you suffered as acid damage against the creature. You can use this feature a number of times equal to your constitution modifier (minimum 1), and recover all expended uses when you finish a long rest.
  • Pact of the Bones. Whenever you activate your rage feature, a spectral armor of bones appears on you. You gain resistance to two types of damage for the duration of said rage. Choose from the following list: acid, cold, fire, lightning, necrotic, radiant or thunder.
  • Pact of the Entrails. While raging, if you cast a warlock spell, you gain temporary hit points equal to half your barbarian level + the expended spell slot's level.
  • Pact of the Flesh. While raging, you can use a bonus action to expend and roll a hit dice, being healed by the amount rolled + your constitution modifier.
  • Pact of the Soul. While raging, you add half your constitution modifier (rounded up) to any Charisma and Wisdom saving throw you make.

You can change your Pact of Corruption option whenever you gain a new level in the barbarian class.

Profane Secrets

At 6th level, your patron grants you insight into how to exploit their profane energy. You choose one option from the warlock's eldritch invocations.

If the invocation has a warlock level prerequisite, you can use your barbarian level instead. You gain one additional eldritch invocation at 10th and 14th barbarian levels.

Blood Fueled Magic

Starting 10th level, you now can sacrifice your own vital force to cast spells. You can spend two hit dice to recover an expended Profane Pact spell slot. You then roll both die, and gain temporary hit points equal to half the number rolled.

You can do so once between short or long rests.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Mage Slayer primal embodiment.

Eldritch Rage

Starting 14th level, you can fuel your rage whit your arcane proficiency. When you cast any warlock spell with a casting time of an action or bonus action, you can activate you rage feature as part of the same action after casting the spell.

Also, you can now add your rage damage to any spell damage roll you make.

Path of the Savage Brute

From coastal towns to majestic capitals, from the highest mountain to deepest cavern on the underdark, everybody knows about the great strength that barbarians are capable of imbuing into their attacks. Legends of giant, savage warriors wielding enormous weapons with a single hand are heard all across the world, and barbarians that follow the path of the savage brute are the responsible of these legends.

Subclass Restriction: Non-Gnome

Giant's Grip

Starting when you choose this path at 3rd level, you can now wield enormous weapons with a single hand. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, but without the heavy or reach properties.

While you're raging, you can wield weapons with the versatile property and benefit from the versatile weapon damage die even while wielding it with a single hand.

Siege Engine

At 6th level, damage you deal to objects and structures is doubled.

Also, you can now draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Savage Focus

At 10th level, when you take the attack action and hit the same target with two attacks while raging, you can make one additional melee weapon as as part of the same action.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Demolishing Critical primal embodiment.

Titan's Wrath

Starting 14th level, Once per rage, when you take the attack action on your turn, you can decide to forgo all your attacks and make a single powerful attack. If you hit, the attack is a critical, regardless of the number rolled on the d20.

Path of the Shaman

Some barbarians believe that the rage is not a weapon but a tool to aid and grant sustenance to the tribe. Not all shamans are barbarians, but those that follow the mystic path of the spirit-walker learn to call the tribe's ancestors to guide them, overseeing the tribe's health, history and spiritualism.

Guiding Spirits

Starting when you choose this path at 3rd level, the ancestors have chosen you as the next shaman, granting insight in times of need. While you're raging, you can summon these spirits to aid you and your allies. You can summon a single spirit per turn from this feature or any higher level features.

  • Elder Spirit. When you or a friendly creature you can see within 30 feet of you fails a saving throw, you can use your reaction to call an elder guide, allowing the target to repeat the saving throw. The creature then must use the second roll, regardless of the result.
  • Hunter Spirit. You can use your bonus action to grant an ally that you can see within 30 feet of you a bonus to its next attack roll equal to your rage damage bonus to all it's attacks until the beginning of your next turn.
  • Warrior Spirit. When you take the attack action on your turn, you can summon the warrior spirit as part of the same action, doubling your rage damage bonus until the beginning of your next turn.

You can summon a number of guiding spirits equal to your barbarian level + your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Spiritual Defense

Also at 3rd level, your ancestors grant your body higher resistance. When you activate your rage feature, you gain temporary hit points equal to your barbarian level.

Ancestral Wisdom

At 6th level, your ancestors have imparted their wisdom. As a result, you gain proficiency with the Herbalist's supplies, as well as in 2 skills of your choice from the following list: History, Insight, Medicine, Nature and Survival.

Tribal Leaders

Starting 10th level, you have earned the right to call forth the ancient leaders of your ancestors. While you're raging, you can also summon the following guiding spirits:

  • Healer Spirit. You can use your bonus action to heal you or one friendly creature within 30 feet of you. The target creature gains hit points equal to 1d8 + half your barbarian level (rounded up).
  • Chief Spirit. As a bonus action, you can command a friendly creature within 30 feet of you that you can see. If it can hear you, it gains temporary hit points equal to half your barbarian level + your rage damage bonus, and can immediately use its reaction to move up to their movement speed without provoking opportunity attacks.
  • Prophet Spirit. As a bonus action, you can grant you or a friendly creature within 30 feet of you a bonus on all attacks and saving throws equal to your rage damage bonus until the beginning of your next turn.

You can only summon one of these spirits once per rage.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Indomitable primal embodiment.

Paragon Ancestors

Starting 14th level, you can now summon the legends of your tribe. While raging, you can summon the following spirits.

  • Paragon Healer. You can use your bonus action to heal a number of creatures within 30 feet of you equal to your proficiency bonus. You must be able to see such creatures. You heal all selected creatures an amount equal to 2d8 + half your barbarian level (rounded up).
  • Paragon Prophet. You can use your bonus action to grant a number of creatures within 30 feet of you equal to your proficiency bonus a bonus to all all their attack rolls and saving throws equal to your rage damage bonus until the beginning of your next turn.
  • Paragon Warrior. You can use your bonus action to select a number of creatures within 30 feet of you equal to your proficiency bonus. Selected creatures add your rage damage bonus to all their damage rolls until the beginning of your next turn.

You can only summon one paragon spirit, and recover the ability to do so when you finish a long rest.

Path of the Skald

Barbarians aren't precisely uncivilized, and even many of them love music and poetry. Those barbarians that fall in love with music and poetry usually fight alongside the legends of the era, and usually they also become part of those legends, singing the great deeds and heroic battles of those who fought with them, and sometimes, even those great foes who fought against them.

Lore of the Skald

At 3rd level, you gain proficiency in the Performance skill and with two musical instruments of your choice.

Melodic Rage

Starting 3rd level when you first choose this subclass, you have learned to inspire your allies with music. You learn one bardic song from the available to the Bard class.

While raging, you can use a bonus action to sing one of them, producing it's effects, using your rage damage bonus as your song potency for them. You can do so a number of times equal to your barbarian level + your constitution modifier, and recover all expended uses when you finish a long rest. You use your Constitution as your ability to calculate it's saves.

You learn one additional bardic song at 6th, 10th and 14th barbarian level.

Skaldic Orator

Starting 6th level, you gain proficiency in the performance and persuasion skills.

Also, you now add your constitution modifier to any Charisma (persuasion) or Charisma (performance) check you make.

Battle Cry

At 10th level, you are able to enrage your allies to attack with you. While you're raging and make a melee weapon attack, you can choose to shout a battle cry to imbue your rage into your ally as part of the same action. If your ally can hear you and is within 30 feet from you, it's next weapon attack deals a critical on a roll of 19-20.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Frightening Execution primal embodiment.

Inspire Heroism

Starting 14th level, those who fight alongside you are inspired toward grandeur. When an ally under the effect of your Battle Cry feature inflicts a critical hit with a weapon attack, it gains the benefit of your "Brutal Critical" feature.

Path of the Storm Herald

Some individuals are born with a natural affinity to certain elements all across Abbeorth.

Some of them, become barbarians, and they use this affinity to attune not only themselves but their rage to those elements. The inner rage of these primal warriors allows them to interiorze and manifest such elements. The following text replaces the XGtE's subclass entry.

Storm Aura

When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

  • Desert. When this effect is activated, all other creatures in your aura take fire damage equal to your rage damage each.
  • Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
  • Tundra. When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to your rage damage bonus.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

  • Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
  • Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to your walking speed.
  • Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Shielding Storm

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 in your Storm Aura.

Also, you now can change your aura whenever you finish a long rest.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Aggressive Step primal embodiment.

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

  • Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level.
  • Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
  • Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Path of the Totem Warrior

Followers of the dogma of the spiritual great beasts, these barbarians adopt a totem spirit as their patron, and as they grow in power, the very totem fuses it's essence with the body of the barbarian. This text replaces the original text on the PHB's subclass entry.

Totem Spirit (3rd level)

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object, like an amulet or similar adornment, that incorporates fur or feathers, claws, teeth, or bones of the totem animal. You also gain minor physical attributes that are reminiscent of your totem spirit.

For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if it is the eagle, your eyes turn bright yellow.

Some of your totem features require a saving throw. In such cases, you use your totem's DC, calculated as follows:

Totem Save DC = 8 + your proficiency bonus +

your Strength modifier

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a vulture in place of an eagle.

  • Ape. While you're raging, your unarmed strikes deal 1d6 + your Strength modifier as bludgeoning damage. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At 6th level, your unarmed attacks count as magical for the purpose of overcoming resistances and immunities to non magical damage. The spirit of the ape grants you it's savage power.
  • Bat. While you're raging and aren't deafened, you have blindsight up to a range of 10 feet. The spirit of the bat grants you echolocation senses.
  • Bear. While raging, you gain damage reduction equal to your rage damage bonus against all damage. The spirit of the bear grants you enhanced endurance.
  • Buffalo. While raging, when an adjacent enemy attacks a visible ally within 10 feet from you, you can use your reaction to make an attack of opportunity with advantage against that enemy. The spirit of the Buffalo grants you the strength to protect your herd.
  • Crow. While raging, you have advantage on Intelligence, Wisdom and Charisma saving throws. The spirit of the crow grants you superior insight.
  • Eagle. While you're raging and aren't wearing heavy armor or tower shields, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle lets you weave through the fray with ease.
  • Elephant. While raging, when you hit a creature with a melee attack, it must make a Strength saving throw. On a failure, you push it 5 feet way from you. The spirit of the elephant grants you it's massive strength.
  • Elk. While you're raging, your walking speed increases by 20 feet. The spirit of the elk makes you extraordinarily swift.
  • Fox. While you're raging, you can take the dash and disengage actions as bonus actions. The spirit of the fox grants you cunning and agility on the battlefield.
  • Raccoon. While raging, you can use your reaction after being hit to make an attack of opportunity against your attacker. The spirit of Raccoon imbues you with its savage instinct.
  • Serpent. While raging, you can add 5 feet of range to a single melee attack on each of your turns. The spirit of the serpent grants your arms a longer reach to impact your enemies.
  • Shark. While raging, your bonus rage damage is doubled against creatures below their maximum HP. The spirit of the shark drives you into a bloodthirsty rampage.
  • Spider. While raging and standing on solid terrain, you have tremorsense up to a range of 30 feet. The spirit of the spider lets you sense those who move around you.
  • Tiger. While raging, you double your long jump and high jump distance, and once per turn, you get advantage on your first attack against an enemy when you jump at least 10 feet towards it and land within 5 feet from it. The spirit of the tiger empowers your leaps.
  • Tortoise. While raging and unarmored, you recover hit points equal to your rage damage bonus at the beginning of each of your turns. The spirit of the tortoise grants you enhanced longevity.
  • Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast (6thlevel)

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

  • Ape. You gain a climbing speed equal to your walking speed. Also, you can add your Dexterity modifier to your jump distance.
  • Bat. You gain the hearing of a bat. You can pick details and direction of particular sounds, and you're not fooled by echos or noises. You have advantage on perception checks relying on hearing.
  • Bear. You gain the might of a bear. Your carrying capacity multiplier increases by 10, and you have advantage on Strength checks made to push, pull, lift.
  • Buffalo. The buffalo spirit lends you it's traveling stamina. You and up to 10 companions within 60 feet of you (while you're not incapacitated) can travel twice the normal amount of time at slow or normal pace per day before being subject to the effects of a forced march.
  • Crow. The crow spirit grants you superior cunning. You gain proficiency in two skills from the following list: Deception, Insight, Investigation, Perception or Streetwise.
  • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with ease, being able to discern details as if looking at something no more than 100 feet away from you, and dim light doesn't impose disadvantage on Perception checks.
  • Elephant. The elephant spirit enhances your herd's senses. You and up to 10 companions within 60 feet of you while you're not incapacitated cannot be surprised while traveling at a normal or slow pace.
  • Elk. The elk spirit helps you roam far and fast. Whether mounted or on foot, your's and up to ten companions' travel pace is doubled (while they're within 60 feet of you and you're not incapacitated).
  • Fox. You gain the wits of a fox. You have advantage on checks and saves against illusions, and gain proficiency in the Insight skill.
  • Raccoon. You gain the cunning of a raccoon. You gain advantage on survival checks made to forage for food and water. You also get proficiency with thieves' tools.
  • Serpent. You gain the venomous instinct of a serpent. You gain proficiency with poisoner's supplies, and gain advantage on saving throws to avoid being poisoned.
  • Shark. You gain the aquatic swiftness of a shark. While not wearing heavy armor or tower shields, you gain a swim speed equal to your walking speed, an can breath both air and water.
  • Spider. You gain the grip of a spider. You have a climbing speed equal to your walking speed and can climb difficult surfaces without making an ability check.
  • Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Endurance, Stealth, and Survival. The tiger spirit hones your survival instincts.
  • Tortoise. You gain the longevity of a tortoise. For every 3 years that pass you age only 1. Also, you are immune to the effects of old age and cannot be magically aged.
  • Wolf. You gain the hunting senses of a wolf. You can track creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Spirit Walker

At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Raging Transformation primal embodiment. If you use this feature, you resemble your patron totem but still use one of the indicated stat blocks.

Totemic Attunement (14th level)

At 14th level, you gain a magical benefit while raging based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

  • Ape. Once per round when you hit a creature with an unarmed attack, you can deal 1d8 bludgeoning additional damage. If the creature is of a size larger than you or smaller, it must then succeed on a Strength saving throw or be knocked prone.
  • Bat. You can move through the space of any creature that is of a size larger than yours without provoking attacks of opportunity.
  • Bear. Hostile creatures to you within 5 feet of you have disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you, or if it is immune to the frightened condition.
  • Buffalo. You can use a bonus action to gain temporary hit points equal to half your barbarian level + your constitution modifier.
  • Crow. You have advantage on all saving throws against magic and magic-like effects.
  • Eagle. You have a flying speed equal to your walking speed during short bursts, and you fall if you end your turn in the air and nothing is holding you aloft.
  • Elephant. When a creature falls prone within 5 feet of you while you're raging, you can use your reaction to make an unarmed strike by stomping on that creature, dealing 1d10 + your Strength modifier in bludgeoning damage.
  • Elk. You can use a bonus action to move through the space of a creature one size larger or smaller than you. That creature must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage equal to your rage damage bonus or only half damage on a success without being knocked prone.
  • Fox. When you make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and only half damage on a fail.
  • Raccoon. Once on each of your turns when you fail a melee attack, you can repeat the attack and use the new roll.
  • Serpent. After hiting an enemy with a melee attack during your turn, you can make a grapple attack as part of the same attack action.
  • Shark. Once per turn, if you have advantage on an attack roll, you may repeat your damage roll. You then can choose which roll to use.
  • Spider. You can use your bonus action to spit spiritual webs against a creature one size larger or smaller than you within 30 feet from you that isn't behind 3/4 or full cover. The creature must succeed on a Dexterity saving throw or become restrained until the beginning of your next turn.
  • Tiger. If you move at least 20 feet in a straight line towards a creature one size larger or smaller than you and immediately after take the attack action against it, you can make an additional melee weapon attack against it.
  • Tortoise. Your unarmored defense trait is calculated as 16 + your constitution modifier.
  • Wolf. Once on your turn, when you hit a creature one size larger or smaller than you with a melee attack, you can, as part of the same attack force the creature to make a Strength saving throw, falling prone on a failure.

Path of the Tornado

Those far lands where wind blows free are wild, beautiful and dangerous, attracting many mortals both to admire and draw inspiration from them. Those barbarians who embody the path of the tornado take inspiration from these lands, incorporating the velocity and danger that wind carries itself. Known as living tornados, these deadly primal warriors decimate the battlefield wielding their bodies and weapons with deadly speed.

Subclass Restriction: Non-Earth Genasi

Fast Striker

Starting 3rd level when you first choose this subclass, you can fight easier with your weapons, adopting a wind stance. You learn one of the following fighting styles:

  • Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Polearm Fighter. When making an attack with a polearm, you can then take a bonus action to make a second weapon attack with its opposite end, dealing 1d4 + your ability modifier in bludgeoning damage.

You can't take a Fighting Style option more than once, even if you later get to choose again.

Constant Motion

At 3rd level, nothing can stop you. While you're raging, you gain advantage on saving throws against being grappled or restrained.

Also, creatures you hit on your turn with melee weapon attacks cannot make opportunity attacks against you until the beginning of your next turn.

Windstep

At 6th level, you can take the dash action on each of your turns as a bonus action.

Cyclonic Strike

Starting 10th level, you can imbue wind into your weapons. Once per turn when you hit a creature with a weapon attack while you're raging, you can, as part of the same attack, push it 5 feet away from you.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Aggressive Step primal embodiment.

Living Tornado

At 14th level, you can move through the space of any creature one size larger than you or smaller as difficult terrain. If you do so, you can use a bonus action to make a weapon attack against one of these creatures, knocking it prone on a hit.

Path of the Warlord

Some barbarians are born to lead, and those that take their position serious often end up walking the path of the warlord. Reserved only to great warrior leaders and legends of the tribes, these barbarians command their allies, granting them strength to devastate their adversaries.

War Cry

Starting 3rd level when you first choose this subclass, you can command your allies to greatness. Whenever you're raging, you can use your bonus action to command one friendly creature within 60 feet from you that can see and hear you to make a weapon attack as their reaction. They also add your rage bonus damage to their weapon damage rolls until the beginning of your next turn.

The number of creatures you can command at once increases as you gain levels on the barbarian class. You can command 2 allies at 10th level, and 3 allies at 14th level.

Awe Inspiring Leader

At 6th level, your strong personality makes it easier to deal with people. You gain proficiency in both the Intimidation and Persuasion skills. Also, you can add your Strength modifier to any Charisma (Intimidation) and Charisma (Persuasion) check you make.

Morale Boost

Starting 10th level, your mere presence grants confidence to your allies. When you use your War Cry feature, commanded creatures also gain temporary hit points equal to half your barbarian level (rounded up) until the beginning of your next turn.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Cleaving Attack primal embodiment.

Vicious Troops

At 14th level, you have learned to channel the true spirit of war and rage into your followers. Creatures commanded by your War Cry feature deal a critical hit on a roll of 19-20.

Path of the Whispers

"Things" have slipped into our world. Ancient, blasphemous and incomprehensible things. They whisper, murmur and send dreams, and some mortals receive them. Some are more sensible than others, and they sometimes follow the madness weaved on those words.

Most of them are driven mad, but those who withstand the maddening voices end up following the path of the whispers, a path where unearthly beings guide their followers, granting them revelations in exchange for their attention and "something" else...

Path To The Key

Starting 3rd level when you first choose this subclass, you have stared to walk a path so close to madness than most are unable to discern them apart. You gain resistance to psychic damage, and your rage damage becomes psychic damage.

Also, if your rage would end due to not attacking or receiving damage, you can use your reaction to inflict to yourself psychic damage equal to half your barbarian level (without taking in count your psychic resistance) to maintain your rage active. You can do this only once per rage.

Eldritch Key

By 6th level, the whispers have granted you the secrets to see in the dark. You gain darkvision with a range of 60 feet. if you already have darkvision, it's range increases by 30 feet up to 150 feet.

Also, you learn how to read, write and speak Deep speech if you don't already know it.

Prophet Of The Mad Gods

Starting 10th level, you have peered across the door. While you're raging, you can use a bonus action to shout a gibbering madness in deep speech to a creature of your choice within 60 feet from you that you can see and can hear you.

The creature must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your constitution modifier. On a failure, it receives psychic damage equal to 1d8 + your raging damage bonus and becoming stunned until the beginning of your next turn. On a success, the creature receives only half damage and isn't stunned.

You can use this feature a number of times equal to your constitution modifier (minimum 1), and recover expended uses when you finish a long rest.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Shadow Sight primal embodiment.

The Door Of Chaos

At 14th level, the Outer Gods have finally lured you to walk across the door of madness. While you're raging, you can use an action to turn the key inside your mind, making your mind an area of primal chaos that exudes an aura of 30 feet around you for 1 minute. The aura has the following properties.

  • The space within the aura is considered magical difficult terrain except to you.
  • The space within the aura is considered an antimagic field that negates spells up to 5th level.
  • Creatures concentrating in spells have disadvantage on concentration checks

This effect ends early if you end your rage, fall unconscious or die. You can use this feature once, and recover the ability to do so when you finish a long rest.

Path of the Wild Magic

Not all barbarians shun magic or believe it to be a dangerous and untamable force, despite being true. Some of them are born with a natural affinity for magic, but not any kind of magic, but Wild Magic, the most savage and dangerous one. This text replaces the original text on the TCoE's entry.

Magic Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your constitution modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Wild Surge

Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Bolstering Magic

Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion.

Wild Surge
d8 Effect
1 Creatures of your choice that you can see within 30 feet of you must succeed on a Dexterity saving throw or take a number of d6s equal to your rage damage bonus as force damage, and you gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 A small intangible spirit appears in an empty space of your choice that you can see within 30 feet of you, which explodes at the end of your current turn. Creatures within 5 feet of it must succeed on a Dexterity saving throw or take 1d4 + half your barbarian level as force damage. Until your rage ends, you can use this effect on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a range of 20/60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 You can target a creature of your choice that you can see within 30 feet of you who must succeed on a Constitution saving throw or take radiant damage equal to 1d6 + half your barbarian level as radiant damage and be blinded until the start of your next turn, as you shot a beam of light. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

You can do so a number of times equal to your constitution modifier (minimum 1), and regain all expended uses when you finish a long rest.

Unstable Backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Mage Slayer primal embodiment.

Controlled Surge

At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Path of the Wrangler

The savage nature of barbarians sometimes can resonate with that of wild creatures, allowing some nomads to bond with beasts to fight together. These barbarians learn to share their rage with their animal companions, mounting them to wreak havoc to their enemies, becoming unstoppable forces of the nature.

Beast Bond

Starting level 3 when you first choose this subclass, you learn to treat with animals, and become proficient in the Ride skill.

You also bond with a beast to share your rage. Choose any beast creature of large size without flying nor swimming speed. You call such beast after a 1 hour long ritual, replacing the creature's statblock for that of the bonded Beast included in the next page. The beast is loyal to you and friendly to any other creature that you design, and if you bond with another beast, the first one is released from the bond, fleeing into the nature.

The bonded beast moves with you on your turn, and it takes it's turn on your initiative. Your bonded beast will take the dodge action unless you use your action to command it to take other actions. You can command your beast even when you're not mounted. It must be within 120 feet from you, and must be able to clearly see or hear you. Your bonded beast shares your rage and lust for battle, benefiting from your rage feature.

Whenever you rage, your bonded beast also rages with you using it's reaction if it can sense you within 120 feet from it.

If the beast dies, you can make a 10 minutes ritual within 1 hour from its decease that costs 5sp per barbarian level to resurrect it.

Rider's Fury

Also at 3rd level, while you're mounted on your bonded beast and raging, you can use your bonus action to make a single melee weapon attack after using your action to command your beast to attack.

Nomad Rider

Starting 6th level, you have became a true rider. You now have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Also, mounting or dismounting your bonded beast costs you only 5 feet of movement, rather than half your speed.

Rage of the Raider

At 10th level, while you're mounted on your bonded beast and move at least 20 feet in a straight line towards a creature and the immediately hit it with a melee attack, it must make a Strength saving throw against a DC 8 + your strength modifier + your proficiency bonus, falling prone on a failure.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Brutal Attack primal embodiment.

Unstoppable Force

At 14th level, you and your bonded beast have become a mighty engine of destruction. While raging and mounted on your bonded beast, you and your mount cannot be magically put to sleep. Both of you also get advantage on saving throws against being charmed, frightened, grappled or paralyzed.


Bonded Beast

Large Beast, Alignment Same as it's Raider


  • Armor Class 12 + your proficiency bonus
  • Hit Points 6 + six times your barbarian level (the beast has a number of Hit Dice [d10s] equal to your barbarian level)
  • Speed 40 feet

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 17 (+3) 6 (-2) 10 (0) 6 (-2)

  • Saving Throws Strength, Constitution
  • Condition Immunities charmed
  • Senses Same as base creature
  • Languages Understands the languages of its raider, but cannot speak.

Actions

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

Path of the Zealot

Barbarians are highly spiritual, and while many pray to different gods, some of them become embodiments and zealots of their favorite gods. These blessed warriors are powerful enemies charged with divine zeal and might. This text replaces the original text on the XGtE's subclass entry.

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, your melee weapon attacks deal 1d4 additional damage. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

The additional damage increases to 1d6 at 6th level, 1d8 at 10th level and 1d10 at 14th barbarin level.

Also, you can chose to turn your rage bonus damage to the same damage type with each of your attacks.

Warrior of the Gods

At 3rd level, you become marked for endless battle, allowing your soul to return to life easily.

If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. You gain advantage on Charisma, Wisdom and Intelligence saving throws.

At 10th level, you also gain proficiency in Wisdom saving throws.

Zealous Aura

At 10th level, you learn to channel divine power to inspire zealotry in others. You exude an aura of mighty zealousness. Creatures of your choice within 10 feet from you add your rage damage bonus as a bonus to all it's weapon damage rolls.

Path Affinity

Also at 10th level, you now ignore any prerequisite for the Relentless Fury primal embodiment.

Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. The DC of your Relentless Rage feature increases only on +2 for each consecutive time that you use it.

Also, the DC of any attemtp to bring you back to life with magic decreases by an amount equal to your Rage Damage Bonus.

Bard

Known as minstrels, jokers, storytellers and traveling artists, those rare mortals with the strange and uncommon ability to produce magic through music are formally known as bards. Being arcane abnormalities, academics all across the world haven't been able to fully understand how music is able to replicate spells that wizards and other spellcasters take years to even comprehend short of being able to cast them. Bards correct them by saying that they don't replicate magic, but create it, making ley lines off Abbeorht vibrate with their musical notes. No academic really understands how they do so, but their multiple abilities and knowledges prove useful if not vital for anyone lucky enough to have a bard by their side.

Class Features

Hit Points

  • Hit Dice: 1d8 per Bard level
  • Hit Points at 1st Level: 8 + Your Constitution modifier
  • Hit Points at Higher Level: 1d8 (or 5) + your Constitution modifier per bard level after 1st.

Proficiencies

  • Armor: Light Armor and Bucklers.
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, revolvers, flintlocks.
  • Tools: Three musical instruments of your choice.
  • Saving Throws: Dexterity, Charisma.
  • Skills: Performance and any other four.
Bard
Level Proficiency Bonus Features Inspiration Die Song Potency Cantrips Known Arcane Staves Chords Chords Limit
1st +2 Arcane Music, Bardic Inspiration, Bardic Songs (3) d4 2 2 4 2 1
2nd +2 Jack of All Trades d4 2 2 5 2 1
3rd +2 Bard College, Expertise (2) d4 2 2 6 3 2
4th +2 Ability Score Improvement d4 3 3 7 3 2
5th +3 Bardic Songs (4) d6 3 3 8 4 3
6th +3 Bard College Feature d6 3 3 9 4 3
7th +3 Musical Theory (2) d6 4 3 10 5 4
8th +3 Ability Score Improvement d6 4 3 11 5 4
9th +4 Bardic Songs (5) d8 4 3 12 6 5
10th +4 Expertise (4) d8 5 4 13 6 5
11th +4 Musical Theory (3), Improvisation (6th level) d8 5 4 13 7 5
12th +4 Ability Score Improvement d8 5 4 14 7 5
13th +5 Bardic Songs (6), Improvisation (7th level) d10 6 4 14 8 5
14th +5 Bard College Feature d10 6 4 15 8 5
15th +5 Musical Theory (4), Improvisation (8th level) d10 6 4 15 9 5
16th +5 Ability Score Improvement d10 7 4 16 9 5
17th +6 Bardic Songs (7), Improvisation (9th level) d12 7 4 16 10 5
18th +6 Musical Theory (5) d12 7 4 17 10 5
19th +6 Ability Score Improvement d12 8 4 17 11 5
20th +6 Virtuoso d12 8 4 18 11 5

Equipment

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

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • Any two portable musical instruments
  • A gambeson, a buckler and a dagger

Arcane Music

You have learned to untangle and reshape the fabric of reality in harmony using musical notes and special techniques with musical instruments. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Chords

The Bard table shows how many chords you have to cast your bard spells (known as Staves) of 1st level and higher. To play one of these sheets, you must expend a number of chords equal to the spell's level, and they always have a somatic component, regardless of what a spell might indicate. You regain all expended chords when you finish a short or long rest. You can expend chords up to your total chords limit as shown in the Bard table, producing additional effects as if you were casting it with a spell slot of higher level.

Staves Known of 1st and higher level

At 1st level, you have memorized two spells of 1st-level of your choice from the bard spell list. These spells are learned in the form of musical compositions known as Arcane Staves.

The Arcane Staves column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level equal or lower to your chords limit, as shown on the table. For instance, when you reach 3rd level in this class, you can memorize one new Arcane Stave of 1st or 2nd level.

Additionally, when you finish a long rest, you can choose one of the Arcane Staves you know and replace it with another one from the bard spell list, which also must be of a level equal to or lower than your Chords Limit.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma score modifier

Spellcasting Focus

You can use any musical instrument (found in chapter 5) you're proficient with as a spellcasting focus for your arcane staves.

Bardic Inspiration

Also at 1st level, you can now inspire others through your words and music. To do so, you use a bonus action to choose one creature other than yourself within 60 feet of you who can hear you. It gains a Bardic Inspiration die, a d4.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your charisma modifier (minimum 1). You regain all expended uses when you finish a short or long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level and a d12 at 17th level.

Bardic Songs

Starting 2nd level, the technique you use to infuse magic into music allows you to create special magical effects. these effects are known as bardic songs, and they have the following characteristics.

  • You can use your bonus action to play any of them.
  • They have an area of effect with a radius of 30 feet centered on you. You can affect a number of creatures within the area equal to your charisma modifier (minimum 1), including you if you so desire when you produce the effect.
  • Deafened creatures are immune to these songs.
  • They require a musical instrument you're proficient with or your voice.
  • They use the Song Potency column on the Bard table to determine their effect.

You learn three bardic songs at 2nd bard level, and learn additional songs as you gain levels in the bard class. You learn one additional song at 5th, 9th, 13th and 17th bard levels, and can replace one of them when you gain a new level in the bard class.

You can use this feature a number of times equal to your bard level, and recover all expended uses when you finish a short or long rest.

The bardic songs options are presented at the end of this class' entry.

Jack of All Trades

Also at 2nd level, you can now add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Bard College

At 3rd level, you delve into the advanced techniques of one bardic college of your choice from among th 17 known colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies.

Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement

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

Musical Theory

By 7th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from the spell lists from the bard, sorcerer or wizard classes, or from a class you Bard college lets you learn spells (like the druid's spell list for the College of Evergreen).

A spell you choose must be a cantrip or of a level you can cast, as shown on the Bard table. You learn the chosen cantrip (or a spell as an arcane staff, depending of your choice of spell or cantrip), and aren't included in the Arcane Staves nor Known cantrips columns of the Bard table.

You learn one additional spell from these classes at 11th level, 15th level and 18th bard level.

You can replace one of these spells whenever you finish a long rest.

Improvisation

Starting 11th level, you can tap into your knowledge of arcane music to produce beautiful songs that demand additional magical proficiency. You can spend 6 chords to produce any 6th level spell from the bard spell list. You can only cast a 6th level spell once, and recover the ability to do so when you finish a long rest.

You can produce spells of higher level as you gain new levels in the bard class. You can spend 7 chords to produce a 7th level bard spell at 13th level, 8 chords to produce an 8th level bard spell at 15th level, and 9 chords to produce a 9th level bard spell at 17th level.

You can cast a spell of each of these levels only once, and recover the ability to do so when you finish a long rest.

Virtuoso

At 20th level, you regain one use of your bardic inspiration an 5 uses of your Bardic wongs when you roll initiative.

Also, you can now change any of your known Bard Songs during a long rest.

Bardic Songs

Here are presented in alphabetical order the options you can learn for your Bardic Songs.

Disturbing Noise

Affected creatures must succeed on a constitution saving throw against your spell DC or receive five times your song potency as thunder damage, or only half damage on a success.

A creature that fails it's saving throw also gains disadvantage on perception checks relying on hearing until the beginning of your next turn.

Hard Rock

Targeted creatures gain your song potency as a bonus to their next Strength saving throw they make within the next minute. Creatures can only benefit from a single song that adds a bonus to a saving throw at once.

Invigorating Choir

Affected creatures regain hit points equal to twice your song potency.

March of Resistance

Targeted creatures gain your song potency as a bonus to their next Constitution saving throw they make within the next minute. Creatures can only benefit from a single song that adds a bonus to a saving throw at once.

Metallic Chords

Creatures affected by your song gain damage reduction against bludgeoning, piercing and slashing damage equal to your song potency until the beginning of your next turn.

Quickened Tango

Targeted creatures gain your song potency as a bonus to their next Dexterity saving throw they make within the next minute. Creatures can only benefit from a single song that adds a bonus to a saving throw at once.

Rebel Hymn

Targeted creatures gain your song potency as a bonus to their next Wisdom saving throw they make within the next minute. Creatures can only benefit from a single song that adds a bonus to a saving throw at once.

Repeating Arpeggio

Targeted creatures gain a bonus to all their attack rolls before the beginning of your next turn.

Sophisticated Ballad

Targeted creatures gain your song potency as a bonus to their next Intelligence saving throw they make within the next minute. Creatures can only benefit from a single song that adds a bonus to a saving throw at once.

Sweet Carol

Targeted creatures gain your song potency as a bonus to their next Charisma saving throw they make within the next minute. Creatures can only benefit from a single song that adds a bonus to a saving throw at once.

War Song

Targeted creatures can add your song potency to all their attack damage rolls before the beginning of your next turn.

Subclasses

Bards from Abbeorht have developed different and more varied ways to create their magic.

The abundance of magic, themes, inspiration and chaos, among many other different conditions, have made them take advantage of any possible source of inspiration, creating more and more colleges from which to draw both magic and a sustenance. The following subclasses are available for them.

College of Creation

Those bards who join this mystical college believe that the gods granted mortals the divine ability to create things just as they did in the beginning of the times. These bards focus their magical abilities in bringing life and animating objects, ideas and feelings. The following text replaces the TCoE's subclass entry.

Divine Notes

When you join the College of Creation at 3rd level, whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

  • Ability Check. The creature rolls the Bardic Inspiration die twice and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
  • Attack Roll. Immediately after the attack, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
  • Saving Throw. The mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1).

Performance of Creation

Also at 3rd level, as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 2 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your song potency.

Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend 3 chords to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

Creative Instinct

Starting at 6th level, your Jack of All trades feature now applies to all artisan tools you're not proficient with when using them to create or modify items.

Animating Performance

Also by 6th level, you can now grant magical animation to inanimate objects. As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB), The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

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

When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.

Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend 4 chords to use this feature again. You can have only one item animated in this way at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.


Dancing Item

Large or Smaller construct


  • Armor Class 16 (natural armor)
  • Hit Points 10 + 5 times your bard level
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (-3) 10 (0) 6 (-2)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, poisoned, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

Immutable Form. The item is immune to any spell or effect that would alter its form.

Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.

Actions

Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.

Creative Crescendo

At 14th level, your dominion over creation allows you to create additional items. Now, when you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.

You are no longer limited by gp value when creating items with Performance of Creation.

College of Dance

Dance is a vital part of most rituals, festivals, parties, rites and many other aspects of cultures and daily lives, and the inspiration produced by these movements can be exploited by some bards. As time has passed on, bards have polished their dancing ability, including even combat maneuvers and the ability to charm people with their dancing.

Blade Dancing

When you join the College of Dance at 3rd level, you gain proficiency in the Acrobatics skill and with Sabres. You can use any dagger, longsword, rapier, shortsword or sabre as a spellcasting focus for your bard spells, and can use your Bardic Songs feature without needing a musical instrument if you move at least 10 feet on your turn before using said feature.

Also, while you are wearing no armor and no shield in hand, you can calculate your unarmored defense as 10 + your Dexterity modifier + your Charisma modifier.

Awe Inspiring Performance

Starting 3rd level, you can inspire different emotions on onlookers while dancing. Once on each of your turns hen you hit a creature with a melee weapon attack using a longsword, rapier, shortsword or sabre, you can immediately expend a bardic inspiration die as a bonus action to produce an effect of your choice from the following list on a creature you can see and that can also see you within 30 feet of you:

  • Aggressive Bolero. You can provoke an allied creature, granting it a bonus to it's next weapon damage roll equal to the number rolled on the bardic inspiration die.
  • Energic Polka. You can inspire an allied creature to take it's reaction to make a single attack against a creature, adding the number rolled to it's attack roll.
  • Invigorating Waltz. You can reinvigorate an allied creature, granting it temporary hit points equal to the number rolled on the inspiration die.

Fancy Foot Work

Starting at 6th level, when you hit a creature with a melee weapon attack using a dagger, longsword, rapier, shortsword or sabre on your turn, you gain the benefits of the disengage action.

Also, you can ignore the somatic component of any bard spell you cast on your turn if you have moved at least 10 feet on your turn immediately before casting it.

Dance Party

Starting 14th level, you can awe and inspire multiple creatures with your dancing performance. When you use your Awe Inspiring Performance feature immediately after scoring a critical hit, you can decide to affect a number of creatures equal to your Charisma modifier (minimum 2) with a single effect of your choice.

College of Eloquence

Most people imagine bards as silver tongued individuals, with an irresistible personality and an exquisite dominion of the words on many languages. Bards of this college are the responsible for such common stereotype. The following text replaces the TCoE and MOoT's subclass entry.

Silver Tongue

When you join the College of Eloquence at 3rd level, you learn to say the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Also, you can now use your own voice as a spellcasting focus for your bard spells.

Unsettling Words

At 3rd level, you can spin words laced with magic that makes creatures doubt themselves. As a bonus action, you can expend and roll one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. The creature must subtract the number rolled from the next saving throw or attack roll it makes before the start of your next turn. If it fail's it's roll, it then takes psychic damage equal to the number rolled on the bardic inspiration die.

Unfailing Inspiration

At 6th level, your words are so inspiring that others feel driven to succeed. When a creature adds one of your Bardic Inspiration die to its ability check, attack roll, or saving throw and the roll fails, the bardic inspiration die isn't wasted.

Universal Speech

Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

You can use this feature only once between long rests, unless you expend two chords to use it again.

Infectious Inspiration

At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to give an use of your Bardic inspiration Die to any creature other than you that can hear you within 60 feet of you. This feature doesn't expend any of your Bardic Inspiration uses.

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

College of Entropy

Most people on the world shuns magic, and those that practice the arcane ways know perfectly not to meddle with dangerous forces like wild magic and unstable spells and chaotic magical items. Even then, there are some bards that become fascinated by such powers, and learn how to produce unstable and chaotic magic, while becoming experts at avoiding it.

Bonus Proficiencies

When you join the College of Entropy at 3rd level, you gain proficiency with a gaming set of your choice. Also, your Jack of all Trades feature now also applies to all gaming sets.

Change of Luck

Also at 3rd level, you are now able to cause controlled surges of chaos magic to alter creatures' luck. When a creature you can see within 60 feet from you makes an attack roll, you can use your reaction to expend and roll 1 die of bardic inspiration. The result is then subtracted from the creature's roll, and is granted as a bonus to the targeted creature's next attack roll before the ending of it's next turn. You must use this reaction before the attack roll is made.

The creature is immune if it can't hear you or if it's immune to being charmed.

For example, if you roll a 3 on your Bardic Inspiration die, the creature takes a -3 penalty to its roll, and the target of such attack gains a +3 bonus to the next attack roll it makes before the ending of it's next turn.

Evocation of Chaos

Starting 6th level, you gain the ability to produce magical chaos. You learn the chaos bolt spell. It counts as a bard spell for you, but it doesn't count towards the total number of spells you know, and you can cast it as a 2nd level spell once between long rests without spending a spell slot.

Entropic Spells

Starting 14th level, the spells you've learned can change with ease when you delve into entropy. You learn two additional bard spells of your choice, but these doesn't count towards the total number of spells you know.

Once between short rests, you can attempt to cast any bard spell of 5th or lower level without spending chords. If you do so, you receive a number of d6s as force damage equal to the level of the spell. This damage cannot be reduced in any way.

College of Evergeen

After the great war of chaos, the industry was paralyzed, the world ravaged and civilization obliterated. The death of Silvanus was a great setback for nature, but the destruction of civilization and the rampant aberrations have granted nature an opportunity to bloom again, and these bards are drawn to the magic of nature itself.

Bonus Proficiencies

When you join the College of Evergreen at 3rd level, you gain proficiency in the Nature skill. Also, you gain proficiency with Herbalist's Supplies.

Nature's Blessing

Starting 3rd level, you have been blessed by the great god Silvanus, and your bardic inspiration is now imbued with rejuvenating magic. Whenever you use a bardic Inspiration die, the creature is also granted latent healing magic. When the creature uses the inspiration die, it is healed by a number equal to the die roll.

Also, whenever you are granted the choice to learn a new arcane stave, you can choose spells from the druid's spell list up to 5th level. These spells count as bard spells for you.

Green Magic

Starting 6th level, you learn 1 cantrip of your choice from the druid's spell list. It counts as a bard cantrip for you but doesn't count towards the total number of cantrips you know.

Also, creatures you affect with your bard spells receive one of the following effects, your choice for each creature:

  • They regain hit points equal to 2 + the spell's level.
  • They receive either magical piercing or poison damage equal to 2 + the spell's level.

Song of the Horned God

Starting 14th level, you can use your connection to nature to play a divine song. As an action, you can expend 1 use of your bardic inspiration to perform a sacred melody, granting all creatures of your choice within 30 feet from you advantage on saving throws against the charmed, frightened, paralyzed and poisoned effects.

Also, living creatures of your choice on the area recover a number of hit points equal to your charisma modifier (minimum 1) at the beginning of each of your turns while the effect remains active. You can concentrate on the effect as if concentrating on a spell for up to 1 minute.

You can use this feature once, and recover the ability to do so when you finish a long rest.

College of Faith

Clerics are some of the most associated individuals related to divine magic. While they are usually the speakers of the gods themselves, those bards that join the college of faith are known to preach the teachings and dogmas of the gods and their temples. These bards use their ability to inspire and heal others to assist allies and boost morale.

Blessed Preacher

At 3rd level, you can now use your voice while you sing or loudly speak as a spellcasting focus for your bard spells.

Also, you gain proficiency in the Religion skill.

Finally, you learn the Thaumaturgy cantrip. It counts as a bard cantrip for you but doesn't count towards the total number of cantrips you know.

Divine Inspiration

Starting 3rd level, you gain the ability to channel the divine power of your deity. You can use an action to expend a bardic inspiration die and produce one of the following effects:

  • Rebuke Impious. You can target a number of creatures up to your song potency that you can see within 30 feet of you and that can hear you. They must make a Wisdom saving throw against your spell DC. On a failure, they receive radiant damage equal to the bardic inspiration die and become frightened of you until the beginning of your next turn, or only half damage without being frightened on a success.
  • Rejoicing Pslam. You heal a number of creatures up to your song potency that you can see within 30 feet of you and that can hear you for a number of hit points equal to your bardic inspiration die. If the creature is being affected by a poison or disease, it can repeat it's saving throw.

You can use these effects a number of times equal to your Charima modifier (minimum 1), and recover all expended uses when you finish a long rest.

Deity's Boon

Starting 6th level, you gain the ability to cast a spell granted by your deity.

You learn a spell as an arcane staff according to your deitie's alignment, and doesn't counts towards the total number of staves you know.

Alignment Spell
Chaotic Shatter
Evil Blindness/Deafness
Good Prayer of Healing
Lawful Celestial Chains
Neutral Hold Person

You can cast that spell once without spending chords as a spell of a level equal to 1/3 your Bard level (rounded down) without spending chords. You can cast that spell in this way only once between long rests.

Preacher's Choir

Starting 14th level, you can inspire your allies with a short psalm. Once between short or long rests, when you use your Divine inspiration feature, you can target twice the amount of creatures that you could normally target. This feature only consumes a single use of your Bardic Inspiration feature.

College of Foolhardy

Some bards are natural thrill seekers, loving to put themselves in risk, doing daring tricks just for the sake of it. Their (more often than not) stupid stunts are so amazing that many of them develop a unique way of entertainment, amazing others with their reckles lack of security meassures and the luck to survive even the most dangerous scenarios.

Stuntman

When you join the College of Foolhardy at 3rd level, your strange ability to come out barely scratched from mortal situations can entretain and inspire others. Whenever you make a Dexterity, Strength or Constitution saving throw to avoid taking non psychic damage, you can, as a reaction, spend a bardic inspiration dice, regaining a number of hit points equal to the number rolled + half your bard level, as the injuries you took weren't really that bad. You then grant a creature within 30 feet range that can see you a bonus to it's next attack roll or saving throw within the next minute equal to your song potency.

You can also use this feature when you receive (or avoid) fall damage, when you are hit by a critical hit or receive more than half your total hit points as damage from a single damage roll, giving the bonus to one creature within range.

Daredevil

At 3rd level, your hit point maximum increases by 3, and increases by 1 again whenever you gain a level in this class. Also, you gain proficiency in the acrobatics skill, as well as with medium armor and shields (except tower shields).

Jackass

Starting 6th level, you can strangely survive even the most dangerous events with only minor scratches. Whenever you're reduced to 0 hit points by non psychic damage but not outright killed, you can instead use your reaction to spend and roll 1 inspiration die and fall to 1 hit point instead.

Then, a number of creatures up to your charisma modifier (minimum 1) of your choice within 60 feet around you that can see you receive a bonus to their next saving throw or attack roll equal to half the number rolled on the inspiration die (rounded up).

You can use this feature once, and recover the ability to do so when you finish a short or long rest.

Pro Stuntman

At 14th level, your stunts are now so amazing that can inspire more people. Your Stuntman feature now inspires double the amount of creatures (minimum 2), and your Jackass feature now inspires a number of creatures up to half your bard level (rounded down).

Also, you gain proficiency in Constitution saving throws.

College of Glamour

Many studious and historians believe that the ability to produce magic through music originally came from the feywilds, as it's vibrant and lively energy fits perfectly with their abilities. Some bards went further and tried to prove that theory, and their results were pretty interesting. Those bards that investigated the feywilds came back touched by it, and founded the now acclaimed and feared college of Glamour. The following text replaces the XGtE's subclass entry.

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains temporary hit points equal to twice your song potency. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you.

While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

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

Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 3 chords to do so again.

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. if your total for a Charisma check is less than your Charisma modifier + half your bard level, you can use that score in place of the total.

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted.

On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

College of Journeys

Travelers are commonly found on the road, from adventurers and nobles to nomads. Among them, you can sometimes find a rare kind of bard: a magical traveler. These bards can weave special magic to travel easier and fastest through different lands, helping those in need while enjoying the views and experiences of meeting new lands and people.

Acceleration

Starting 3rd level, you can grant your allies the ability to move faster for short bursts. Whenever a creature uses your bardic inspiration die on it's turn, it's movement doesn't provoke attacks of opportunity for that turn.

Lore of the Sojourner

When you join the College of Gates at 3rd level, you add half your proficiency with air, land or water vehicles if they don't already benefit from it.

You also gain proficiency with one of the following skills of your choice: Arcana, Astronomy, History, Nature or Survival.

Finally, you learn new arcane staves as you gain levels in the bard class. These spells count as bard spells for you but don't count towards the total number of staves you know.

College of Journeys Spells Table

Bard Level Spell
1 Expeditious Retreat
3 Misty Step
5 Blink
7 Dimension Door
9 Passwall

You can cast any and each of these spells once without spending chords, and recover the ability to do so when you finish a long rest.

Magical Traveler

Also at 6th level, You know how to travel faster even when you're not using magic. You gain the following advantages.

  • Your walking speed increases by 5 feet.
  • Difficult terrain doesn’t slow your group’s travel and you can't become lost except by magical means.
  • You can sense any portal (active or inactive) within 30 feet from you and you have advantage on checks related to the activation and comprehension of portals.
  • You are no longer slowed down by any kind of non-magical difficult terrain.
  • You have advantage on all kind of saving throws and checks to avoid being slowed down, grappled or restrained.

Planar Door

Starting 14th level, you can create a magical door between your actual plane and another one of your choice. The door's size can be as big as 20 feet tall and 10 feet wide, and you must create the door on a space big enough to fit. The door remains open for a number of minutes equal to your charisma modifier (minimum 1).

You can use this feature once and recover the ability to do so when you finish a long rest.

College of Lore

With earlier access to the spiritual replace of the Magical Secrets feature, bards from the college of lore have one of their more useful features lees relevant. The present work reworks the 6th level feature. The following text replaces the PHB's subclass entry.

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency in the history skill and two other skills of your choice. You can replace a single of these skills with any artisan's tools of your choice when you gain this feature.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others.

When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Magical Secrets

At 6th level, you learn two spells of your choice from any class of 1st or higer level as arcane staves, as well as one additional cantrip from any spell list. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you but don't count against the number of arcane staves nor cantrips you know.

Also, you can now choose spells from any class' spell list with your Musical Theory feature.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

College of Shanties

Bards are known for their merry music, their sense of humor and their facility with words. Mix it all with the experience and adventures of mariners, and you can easily expect a bard from the college of Shanties. These bards boost the morale of whole crews with music.

Born of the Sea

When you join the College of Gates at 3rd level, you gain proficiency in all water vehicles, and gain a swimming speed equal to your walking speed.

Also, while you are wearing no armor and no shield in hand, you can calculate your unarmored defense as 10 + your dexterity modifier + your charisma modifier.

Singing Focus

Also, at 3rd level, you can now use your voice while you sing or loudly speak as a spellcasting focus for your bard spells.

Shanties From The Sea

At 3rd level, you learn different songs to inspire your comrades. You start to sing a song, that your ally can the finish when it uses your bardic inspiration die, gaining one of the following effects when it rolls the die:

  • Blessing of the Sea. The creature gains a number of temporary hit points equal to the number rolled.
  • Fury of the Kraken. The creature deals additional damage on it's next attack roll equal to the number rolled.

Salt Brother

At 6th level, you are known as one the best sailors among your crew. You can now use the help action as a bonus action.

Also, when a creature misses you with an attack roll, you can use your reaction to cast any bard cantrip you know against it.

Bolster Morale

At 14th level you now can inspire a great number of allies. You can use an action to expend one use of your bardic inspiration. Roll the die to bolster the morale of a number of friendly creatures within 30 feet from you that can both hear and see equal to the number rolled on the inspiration die. These creatures gain a bonus equal to your charisma modifier (minimum 1) to their next ability check, attack roll or saving throw.

You can use this feature once and recover the ability to do so when you finish a short or long rest.

College of Sorrows

While most bards use music to bring joy to others or inspire their allies, there are some who prefer to make others feel sadness and desperation. Member of the grim college of Sorrows, they specialize in making others feel so sad to lose hope and interest on life itself.

Sorrowful Melody

When you join the College of Sorrow at 3rd level, you can demoralize others. As a bonus action, you can grant a creature ofyour choice that you can see within 60 feet from you a bardic inspiration die that is activated the next time it makes an ability check, attack roll or saving throw.

The creature receives a penalty to the such roll to the number rolled and receives psychic damage equal to half the number rolled.

Thoughts Of Death

Also, at 3rd level, your music produces a grim mood in others. You can use an action to spend a spell slot to force a creature ou can see that can hear you within 60 feet to make a Wisdom saving throw. On a failure, the creature gets disadvantage on attack rolls and ability checks for a number of turns equal to the spell slot's level.

Creatures immune to the frightened condition are immune to this effect.

You can use this feature a number of times equal to your charisma modifier (minimum 1), and recover expended uses when you finish a long rest.

Touched by Death and Sorrow

Starting level 6, your constant brooding and contact with death grants you advantage on saving throws to avoid the charmed and frightened conditions.

Also, you learn the Speak with Dead spell, and can cast it once between long rests without spending a spell slot.

Song of Despair

At 14th level, you are now capable of performing a song so sad that creatures hearing it become deeply affected by it. As an action, you can spend one use of your bardic inspiration to perform a sad song. Creatures of your choice within 30 feet of you that can hear you must succeed on a Wisdom saving throw, or become stunned until the beining of your next turn.

College of Spirits

Inhabitants of Abbeorht are in constant contact with death, but as many fear the preternatural essence of death and spirits, many others feel attracted by it. Some bards in particular, known as mediums, develop the ability to call forth these spirits, allowing people to contact with them. The following text replaces the VRGtR's subclass entry.

Guiding Whispers

At 3rd level, you can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Spiritual Focus

At 3rd level, you employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Tales from Beyond

At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.

If the tale requires a saving throw, the DC equals your spell save DC.

Spirit Tales Table
Insp. Die Tale Told Through You
1 Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target adds your Song Potency to any of these saving throws.
2 Tale of the Renowned Duelist. The melee attacks of the creature deal extra force damage equal to 1 roll your Bardic Inspiration die + your Charisma modifier on a hit until the beginning of your next turn.
3 Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4 Tale of the Runaway. A number of creatures up to your Charisma modifier 8minimum 1) you can see within 30 feet from you can immediately use their reactions to teleport to up to 30 feet to an unoccupied space they can see.
5 Tale of the Avenger. For 1 minute, creatures that hit the target with melee attacks take force damage equal to half your bard level (rounded up).
6 Tale of the Traveler. The target's walking speed increases by 10 feet and it gains a +1 bonus to its AC for 1 minute.
7 Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and become stunned until the end of its next turn.
8 Tale of the Phantom. The target becomes invisible until the end of its next turn or when it takes an action. If it hits a creature with an attack during this invisibility, its target takes necrotic damage equal to your bard level and is frightened of the attacker until the end of its next turn.
9 Tale of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw, taking thunder damage equal to 2 rolls of your Bardic Inspiration die and being knocked prone on a failure, or only half damage without falling prone on a success.
10 Tale of the Dragon. The target spews fire from its mouth in a 30-foot cone, making all creatures in the cone roll a Dexterity saving throw, taking fire damage equal to 3 rolls of your Bardic Inspiration die on a failed save, or half damage on a success.
11 Tale of the Angel. The target regains hit points equal to 2 rolls of your Bardic Inspiration die + your Charisma modifier, and any disease or paralyzed, petrified or poisoned condition it's suffering ends.
12 Tale of the Mind-Bender. The target must succeed on an Intelligence saving throw or take psychic damage equal to 3 rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

Wisdom From Beyond

At 6th level, spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of Divination or Necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.

Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Spirit Session

Also at 6th level, you learn the speak with Dead spell. It counts as a bard spell for you but doesn't counts towards the total number of spells you know.

You can cast this spell as a ritual spending only 1 chord.

Mystical Connection

At 14th level, you now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

College of Swords

Music can't only be achieved through voice or instruments, but also by steel, and those who join the college of swords know that there's not a more beautiful melody than that of the rhythmic clash of steel vs steel. The text here replaces the XGtE's subclass entry.

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with all armors, all shields and with bladed staffs, greatswords and sabres.

Also, you can now use any edged melee weapon you're proficient with as a spellcasting focus for your bard spells.

Fighting Style

At 3rd level, you adopt a particular 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 you later get to choose again.

  • Adaptive Fighting. While wielding a single versatile weapon and no shield, you can choose to wield it one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to both attack and damage rolls. Wielding it two-handed grants you a +1 bonus to your damage rolls and AC.
  • Classical Fencing. When you are wielding a single melee weapon in one hand without the Heavy, Two-Handed or Versatile properties and no shield, you gain a +1 bonus to your AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Skirmisher. While using a weapon with the light and/or finesse property, you can take the disengage action as a bonus action after making a melee weapon attack on the same turn.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish

At 3rd level, you learn to conduct impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn. If a melee weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice.

You can use only one Blade Flourish option per turn.

  • Defensive Flourish. You can expend one use of your Bardic Inspiration to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
  • Mobile Flourish. You can expend one use of your Bardic Inspiration to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately move up to your walking speed to an unoccupied space within 5 feet of the target without provoking opportunity attacks.
  • Tripping Flourish. You can expend one use of your Bardic Inspiration to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also make the objective trip, falling prone. You also add your charisma modifier as a bonus to your next weapon damage roll against the tripped creature before the ending of your next turn.
  • Slashing Flourish. You can expend one use of your Bardic Inspiration to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

College of Valor

Similar to bards that belong to college of Swords, these individuals learn to use weapons as part of their musical performance, but different to they, these bards specialize in inspiring their allies while fighting alongside them. The following text replaces the PHB's subclass entry.

Inspiring Warrior

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields (except tower shields), and martial weapons.

You can use any simple or martial melee weapon you're proficient with as a spellcasting focus for your bard spells.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made.

Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act.

When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

College of Warsong

Many bards are found on battles serving as entertainment and healers for troops, but others have found their true vocation on the heat of battle. These bards take up arms and fight alongside their comrades, singing about victory and boosting the morale of the troops.

Battle Muse

When you join the College of Warsingers at 3rd level, you gain proficiency with all armors and shields.

Inspiring Soldier

At 3rd level, you are now able to better support whole squads. You gain one additional use of your bardic inspiration.

You gain an additional use of your bardic inspiration feature at 6th and 14th level.

Share The Glory

Starting 6th level, your companions are more efficient when fighting together. When a creature expends an use of your bardic inspiration, another creature of it's choice that it can see within 30 feet of it gains a bonus to it's next attack roll equal to half the number rolled (rounded up).

Legion's Commander

Starting 14th level, you have become the true leader of your whole legion. Whenever you grant a creature one of your bardic inspiration die, you can bolster one additional creature within range that you can see as part of the same action.

The second creature gains a bardic inspiration die two sizes smaller (if you granted 1d10, the second creature gains 1d6).

College of Whispers

Bards are experts at producing magic using the sounds of their voices or instruments, but some bards have been "whispered" a secret about their magic: it can go even deeper and be used to effectively harm others. The following text replaces the XGtE's subclass entry.

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to infuse your weapons with dreadful mental poison, making them toxic to a creature's mind.

Once on each of your turns, when you make a weapon attack against a creature, you can decide to expend a bardic inspiration die to add it to the attack roll. You can decide to expend the die even after making the attack roll, but before knowing if it hits or not. If it hits, then you deal additional psychic damage to that target equal 2d8. You can use this feature only once per turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d8 at 6th level, 5d8 at 11th level, 7d8 at 16th bard level.

Also, whenever you are granted the choice to learn a new arcane stave, you can choose spells from the warlock's spell list up to 5th level. These spells count as bard spells for you.

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. As an action, you can spend 1 spell slot to talk to one creature of your choice within 30 feet from you, infusing innocent-seeming words with dreadful meaning, causing paranoia and fear to it. The target makes a Wisdom saving throw against your spell save DC, being frightened you or another creature of your choice on a failure. The target is frightened in this way for a number of minutes equal to the spell slot's level, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

You can use this feature a number of times equal to your charisma modifier (minimum 1) and recover expended uses when you finish a long rest.

Mantle of Whispers

At 6th level, you gain the ability to adopt a mortal's persona. When a mortal dies within 30 feet of you, you can use a reaction to magically capture it's shadow. You retain the shadow until you use it or finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you're in disguise, you gain access to information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.

While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

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

Blood Hunter

Countless groups and individuals have tried to combat those dreadful creatures that predate on mortals and restrain civilization. Few of them have survived and even fewer have actually achieved some degree of success, as none of them can be fully prepared to hunt such entities, as there are just too many different monsters to learn how to fight them all. But, there are some mortals that have learned most than any others. Known as blood hunters, these mortals undergo a secret ritual that is extremely dangerous, varying from group to group, using the profane blood of the creatures they hunt as well as alchemy to increase their prowess, gaining dreadful abilities to combat them and even access to a lesser form of blood magic known as hemocraft that allows them to curse their unfortunate preys. In the end, blood hunters end up becoming monsters to hunt other monsters, dying in the darkness to allow us all to live "safe" in the light.

Class Features

Hit Points

  • Hit Dice: 1d10 per Blood Hunter level
  • Hit Points at 1st Level: 10 + Your Constitution modifier
  • Hit Points at Higher Level: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st.

Proficiencies

  • Armor: all armors, all shields
  • Weapons: Simple weapons, martial weapons, firearms
  • Tools: Alchemist’s supplies
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Athletics, Acrobatics, Arcana, Endurance, Escapism, History, Insight, Investigation, Occultism, Religion, and Survival
Blood Hunter
Level Proficiency Bonus Features Hemocraft Die Blood Curses Blood Maledict Uses Formulas Known Crafted Mutagens
1st +2 Hunter's Bane, Hunter Senses, Blood Maledict 1d4 2 1
2nd +2 Fighting Style, Crimson Rite (1) 1d4 2 1
3nd +2 Blood Hunter Order, Mutagens 1d4 2 1 3 2
4rd +2 Ability Score Improvement 1d4 2 1 3 2
5th +3 Extra Attack 1d6 3 1 4 2
6th +3 Brand of Castigation 1d6 3 2 4 3
7th +3 Blood Hunter Order Feature, Crimson Rite (2) 1d6 3 2 4 3
8th +3 Ability Score Improvement 1d6 3 2 5 3
9th +4 Hardened Soul 1d8 4 2 5 4
10th +4 Dark Physiology, Grim Psychometry 1d8 4 2 5 4
11th +4 Blood Hunter Order Feature 1d8 4 3 6 4
12th +4 Ability Score Improvement 1d8 4 3 6 5
13th +5 Brand of Tethering 1d10 5 3 6 5
14th +5 Alchemical Mastery, Crimson Rite (3) 1d10 5 3 7 5
15th +5 Blood Hunter Order Feature 1d10 5 3 7 6
16th +5 Ability Score Improvement 1d10 5 4 7 6
17th +6 Crimson Savant 1d12 6 4 8 6
18th +6 Blood Hunter Order Feature 1d12 6 4 8 7
19th +6 Ability Score Improvement 1d12 6 4 8 7
20th +6 Sanguine Mastery 1d12 6 4 9 7

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • (a) a hand crossbow and 20 bolts or (b) a revolver and 20 bullets
  • (a) Reinforced Leather, (b) lamellar or (c) hauberk
  • A shield
  • A set of alchemist's supplies
  • (a) an explorer’s pack or (b) a monster hunter's pack

Hunter’s Bane

At 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and empowering your body to control and shape hemocraft magic, a special type of hemomancy that uses your own blood to curse and harm others. Whenever you roll a hit die to heal yourself, you can roll twice and choose whichever result of your choice.

Also, some of your hemocraft effects require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Hemocraft Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Hunter Senses

The Hunter’s Bane has honed your senses against the dark.

You have advantage on Wisdom (Survival) checks to track aberrations, fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.

Blood Maledict

Also at 1st level, your hemocraft allows you to curse and manipulate creatures through. You know one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse when the Blood Curses Known column on the Blood Hunter table says so. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

You can curse a creature only once between short or long rests. You can use Blood Maledict additional times as per the Blood Maledict Uses column on the Blood Hunter table says.

Fighting Style

At 2nd 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 you later get to choose again.

  • Adaptive Fighting. While wielding a single versatile weapon and no shield, you can choose to wield it one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to both attack and damage rolls. Wielding it two-handed grants you a +1 bonus to your damage rolls and AC.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Berserking. Once on your turn, you can gain advantage on a single melee weapon attack. If you do so, your AC is reduced by 1 until the beginning of your next trun.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Brutal. When you attack an enemy with a melee weapon without the light or finesse properties, you can decide to push the target 5 feet away from you. The target makes a Strength saving throw with a DC equal to (8 +Bonus proficiency + Strength modifier). This movement does not provoke attacks of opportunity, and you can try to push a target only once per turn.
  • Classical Fencing. When you are wielding a single melee weapon in one hand without the Heavy, Two-Handed or Versatile properties and no shield, you gain a +1 bonus to your AC.
  • Close Quarters Shooter. You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
  • Crossbow Shooter. You ignore the loading property of crossbows.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Mariner. As long as you are not wearing medium armor, heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
  • Piercer Shooter. While you are wielding a two-handed ranged weapon, you gain a +2 bonus to damage rolls with that weapon.
  • Polearm Fighter. When making an attack with a polearm, you can then take a bonus action to make a second weapon attack with its opposite end, dealing 1d4 + your ability modifier in bludgeoning damage.
  • Reckless. You gain proficiency with improvised weapons. When you hit a creature with an improvised weapon, you can forgo rolling damage and instead deal maximum damage. The weapon then is broken. You cannot use this fighting style with magical items.
  • Shield Combat. If you're wielding a light weapon and a shield on your off hand, you can make a bash attack with you shield as a bonus action. This attack adds your strength modifier to the damage roll.
  • Skirmisher. On your turn, you can take the disengage action as a bonus action after making a melee weapon attack whit a weapon with the light and/or finesse property.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain two superiority die, which are d4s (this die is added to any superiority dice you have from another source). This die is 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.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Tunnel Fighter. While fighting in reduced spaces, you don’t have disadvantage on attack rolls while using weapons with the two handed, heavy or versatile properties. Also, as a bonus action, you can decide to enter a defensive stance; while in this stance, you can make an attack of opportunity against any creature that comes within your range.
  • Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. You can use your Crimson Rite feature on your own body with this fighting style, imbuing all your natural weapons and unarmed strikes with a single use of said feature, making them count as weapon attacks for Blood Hunter features.

Crimson Rite

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding if you're proficient with it. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die that can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical and silvered for the purposes of overcoming resistance and immunity to non-silvered and/or non-magical damage. They also deal extra damage equal to your hemocraft die of the type determined by the chosen rite.

A weapon can hold only one active rite at a time, and you can have only 2 weapons affected by your crimson rite feature at once, and when you imbue a new one, you decide which weapon loses it's rite. Other creatures can’t gain the benefit of your rite.

You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.

  • Rite of the Caustic. The extra damage dealt by your rite is acid damage.
  • Rite of the Dead. The extra damage dealt by your rite is necrotic damage.
  • Rite of the Flame. The extra damage dealt by your rite is fire damage.
  • Rite of the Frozen. The extra damage dealt by your rite is cold damage.
  • Rite of the Oracle. The extra damage dealt by your rite is psychic damage.
  • Rite of the Roar. The extra damage dealt by your rite is thunder damage.
  • Rite of the Storm. The extra damage dealt by your rite is lightning damage.
  • Rite of the Toxin. The extra damage dealt by your rite is poison damage.

Blood Hunter Order

At 3rd level, you commit to one of the 10 known esoteric and secretive orders of blood hunters whose philosophy will guide you throughout your life, each of which is detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th level.

Mutagens

By 3rd level you have learned to master forbidden alchemical formulas, known as mutagens, that can temporarily alter your mental and physical abilities. To craft them you use your very blood and a series of specific steps.

Formulas Known

At 3rd level you learn 3 formulas for mutagens, and the number of formulas you know increases as you gain levels in the blood hunter class, as shown on the Blood Hunter table. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula.

The formulae available for you are presented at the end of the class' entry.

Creating Mutagens

During a long rest, you can connoct a number of mutagens up to your limit of crafted mutagens according to the Blood Hunter table.

You must have alchemist's supplies with you to craft them.

Consuming Mutagens

As a bonus action, you can consume a mutagen, whose effects and side effects last a number of hours equal to your intelligence modifier each (minimum 1). While a mutagen is affecting you, you can use an action to focus and flush it all from your system, ending it's effect and side effect.

You can have only a single mutagen affecting you at a time, and consuming a new one makes the first one to end abruptly, causing you to take one roll of your hemocraft die as poison damage that cannot be reduced or avoided in any way.

Mutagens are designed for the specific biology of the character who concocted them, as they use the very blood of the blood hunter, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next long rest.

Ability Score Improvement

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

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Brand of Castigation

At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it’s on the same plane as you.

Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Intelligence modifier (minimum of 1).

Your brand lasts until you take a long rest, until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).

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

Hardened Soul

When you reach 9th level, you have advantage on saving throws against being charmed and frightened.

Dark Physiology

Starting at 10th level, the magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to your Constitution saving throws equal to your Intelligence modifier (minimum of +1).

Also, you gain immunity to all diseases, and your hit points maximum can't be reduced except by class features you use.

Grim Psychometry

When you reach 10th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. You can cast the legend lore spell without material components. While this spell details use on any legendary or unique item or person, your use of this spell grants you greater knowledge when specifically used on items created from evil, or for sinister and impure purposes.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and recover all expended uses when you finish a long rest.

Brand of Tethering

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2). Additionally, a branded creature can’t take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 3 rolls of your hemocraft die as psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift attempt fails.

Alchemical Mastery

Starting 14th level, you have reached mastery with your experience with alchemist's supplies. You gain expertise with alchemist's supplies.

Also, you can now trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest.

Rite Master

Starting 17th level, your rites become deadlier to your enemies.

Damage dealt by your Crimson Rite feature ignores resistance to that damage type. If a creature is immune to the damage dealt by your Crimson Rite feature, they instead take half damage, instead of no damage.

Sanguine Mastery

Upon reaching 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.

Also, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature.

Blood Curses

As a blood hunter, you have access to a range of blood curses that can tax the resilience of any foe.

Blood Curse of the Anxious

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.

Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

Blood Curse of Binding

As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of the Berserker

As a bonus action, you can target a creature yo can see within 30 feet of you. It must succeed on a Wisdom saving throw or expend it's next turn using it's turn to take the attack action against the closest creature to it of your choice.

Amplify. The creature deals additional damage to all it's weapon attack rolls equal to your hemocraft die until the beginning of your next turn.

Blood Curse of Bloated Agony

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of the Bonded

Prerequisite: 15 level, Order of the Flagellant

As a reaction, when a creature you can see within 30 feet of you inflicts damage to you, you can make the creature roll a Charisma saving throw, marking the creature on a failure to make it receive damage equal to half the damage it inflicted you, ending the curse.

Amplify. The damage you deal to the creature is dealt as necrotic damage, and ignores resistance and immunity (if any) against it.

Blood Curse of Corrosion

As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Amplify. The cursed creature takes acid damage equal to 3 rolls of your hemocraft die when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.

Blood Curse of Crippling

As a bonus action, you can cause a creature within 30 feet of you to make a Constitution saving throw, becoming blinded and deafened until the beginning of your next turn.

Amplify. This curse lasts for 1 minute. The creature can repeat it's saving throw at the ending of each of it's turns. ending of each of it's turns, ending the effect on a success.

Blood Curse of Enthralling

Prerrequisite: 18th level, Order of the Hell Knight

As a bonus action, you can target a creature within 30 feet of you.

It must succeed on a Wisdom saving throw or become charmed of you until the beginning of your next turn. This effect ends early if it takes damage from you or an ally. While charmed, it regards you as a trusted friend to be heeded and protected. Although it isn't under your control, it takes your requests or actions in the most favorable way it can.

Amplify. The curse's duration increases to 1 minute.

Blood Curse of the Exorcist

Prerequisite: 15th level, Order of the Ghostslayer

As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Blood Curse of Exposure

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for the triggering one).

Amplify. The target instead loses invulnerability to the damage types of the triggering damage, but has resistance to those damage types until the end of its next turn.

Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.

Blood Curse of the Fallen Puppet

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).

Blood Curse of Flesh Warping

Prerequisite: 18th level, Order of the Voidreaver

When you damage a huge or smaller creature that you can see within 30 feet of you with your Rite of the Void, you can use a bonus action to make the creature roll a Charisma saving throw. On a failure, it warps to an empty space of your choice within 30 feet from you that you can see, and takes 4d6 as force damage, while it only receives half damage on a success and isn't warped away.

Amplify. The creature can be warped up to 120 feet away from you to an empty space you can see, and it receives 7d6 as force damage on a failed save, or only half damage without being warped away on a successful one.

Blood Curse of the Forge

Prerequisite: 15th level, Order of the Ironmaster

As an action, you can target a creature within 30 feet of you that is wielding or wearing an object made of metal. The creature must make a Charisma saving throw, receiving 3 rolls of your crimson rite die as fire damage on a failure, or half as much on a success. If the creature is wielding an obejct made of metal and fails it's saving throw, it must succeed on a strength saving throw or drop the item it's wielding. You can target creatures made of metal with this blood curse without having to amplify it.

Amplify. The duration of this curse is increased to 1 minute. On each of your turns after the first, the creature receives 1 additional damage roll of your crimson rite die as fire damage. it can repeat it's saving throw at the ending of each of it's turns, ending the effect on a success. The item targeted by you cannot be dropped by mundane ways until the end of the effect.

Blood Curse of the Howl

Prerequisite: 18th level, Order of the Therian

As an action, you unleash a bloodcurdling howl.

Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned instead. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

You can choose any number of creatures you can see within the range of this curse to be unaffected by the howl.

Amplify. The range of this curse increases to 60 feet.

Blood Curse of the Mage Slayer

Prerequisite: 11th level, Order of the Witchbane

As a reaction, you mark a creature that you can see within 30 feet of you that casts a spell. You cast the counterspell spell using your Intelligence as the spellcasting ability. If you successfully counterspell the creature, it takes force damage equal to three rolls of your hemocraft die.

Amplify. If you amplify this curse, you add your proficiency bonus to ability check required by this use of counterspell.

Blood Curse of the Marked

As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

Blood Curse of the Muddled Mind

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.

Blood Curse of Night Terrors

As a bonus action, you can curse a creature you can see within 30 feet of you. The creature must succeed a Wisdom saving throw or become frightened of you and must use it's next turn to move away from you until you're out of it's line of sight.

Amplify. The creature also receives 2 rolls of your crimson rite die as psychic damage.

Blood Curse of the Root Sharing

Prerrequisite: 15th level, Order of the Green Strider

Immediately after being paralyzed, petrified, poisoned or stunned, you can use your reaction to chose one creature within 30 feet from you, and it must succeed on a Charisma saving throw or have it's feet covered by pulsating and ethereal roots that mystically connect to you. While the effect that triggered this curse persists on you, the selected creature also suffers from it, or no effect on a success.

Amplify. The roots constrict it's prey with a hungering hate. On a failure, the creature takes three rolls of your hemocraft die of the damage type of one of your active Crimson Rite or half damage on a success.

Blood Curse of the Sanguine Master

Prerequisite: 15th level, Order of the Damned

As a bonus action you can force a creature within 30 feet from you to make a Constituion saving throw. On a failure, it becomes paralyzed until the beginning of your next turn.

Amplify. The creature is paralyzed for 1 minute, and it can repeat it's saving throw at the ending of each of it's turns, ending the effect on a success.

Blood Curse of the Soul Eater

Prerequisite: 18th level, Order of the Profane Soul

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.

Amplify. Additionally, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Blood Curse of the Wail

As an action, you shout a deafening wail that affects all creatures of your choice within 30 feet of you. Affected creatures must make on a Constitution saving throw, taking thunder damage equal to two rolls of your crimson rite die on a failure, or only half damage on a success.

Amplify. Creatures that failed it's saving throw gain disadvantage on perception checks relying on hearing for the next minute.

Formulae

The mutagens that are part of your Mutagens feature are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.

Aether

Prerequisite: 11th level

You have a flying speed of 30 feet.

Side Effect. You have disadvantage on Strength checks and Dexterity checks.

Alluring

Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks.

Side Effect. You have disadvantage on initiative rolls.

Celerity

Your Dexterity score increases by 2, as does your maximum for that score. Your Dexterity score and your maximum increase by 3 if you consume this mutagen at 11th level, and by 4 at 18th level.

Side Effect. You have disadvantage on Wisdom saving throws.

Conversant

You have advantage on Intelligence checks.

Side Effect. You have disadvantage on Wisdom checks.

Cruelty

Prerequisite: 11th level

When you use the Attack action, you can make one additional weapon attack as a bonus action.

Side Effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Deftness

You have advantage on Dexterity checks.

Side Effect. You have disadvantage on Wisdom checks.

Embers

You have resistance to fire damage.

Side Effect. you gain vulnerability to cold damage.

Gelid

You have resistance to cold damage.

Side Effect. You gain vulnerability to fire damage.

Impermeable

You have resistance to piercing damage.

Side Effect. You gain vulnerability to slashing damage.

Mobility

You have immunity to the grappled and restrained conditions. At 11th level, you are also immune to the paralyzed condition.

Side Effect. You have disadvantage on Strength checks.

Nighteye

You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 additional feet.

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

Percipient

You have advantage on Wisdom checks.

Side Effect. You have disadvantage on Charisma checks.

Potency

Your Strength score increases by 2, as does your maximum for that score. Your Strength score and your maximum increase by 3 if you consume this mutagen at 11th level, and by 4 at 18th level.

Side Effect. You have disadvantage on Dexterity saving throws.

Precision

Prerequisite: 11th level

Your unarmed and weapon attacks score a critical hit on a roll of 19-20.

Side Effect. You have disadvantage on Strength saving throws.

Rapidity

Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead

Side Effect. You have disadvantage on Intelligence checks.

Reconstruction

Prerequisite: 7th level

At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to one roll of your hemocraft die.

Side Effect. You gain disadvantage on saving throws against being poisoned, and vulnerability to poison damage.

Sagacity

Your Intelligence score increases by 2, as does your maximum for that score. Your Intelligence score and your maximum increase by 3 if you consume this mutagen at 11th level, and by 4 at 18th level.

Side Effect. You have disadvantage on Charisma saving throws.

Shielded

You have resistance to slashing damage.

Side Effect. You gain vulnerability to bludgeoning damage.

Unbreakable

You have resistance to bludgeoning damage.

Side Effect. You gain vulnerability to piercing damage.

Vermillion

Creatures have disadvantage against your Blood Curses.

Side Effect. You have disadvantage on death saving throws.

Blood Hunter Subclasses

Blood Hunters are well known on the world of Abbeorth ad powerful and relentless warriors, fighting tirelessly against those creatures that predate mortals. The following subclasses are available for them.

Order of the Damned

All blood hunters are experts at blood magic and use it to fight evil beings and monstrous creatures that predate on mortals, but there are some among these hemomancers that drive their affinity for blood in an anathema way: They acquire a form of vampirism through a drinking ceremony, forever binding their essences to that of the vampires, in exchange for improved physical abilities and vampiric magic.

Preternatural Charisma

When you join this order at 3rd level, you gain proficiency in both the the Deception and Persuasion skills.

Also, you gain the ability to charm creatures with your gaze. As an action, you can target a creature you can see to it's eyes within 30 feet of you that can also see you. It must succeed on a Wisdom saving throw against your Hemocraft save DC or become charmed of you until the beginning of your next turn. You can decide to expend additional uses of this feature to prolongate the duration of the charm, and if you do so, the creature can repeat it's saving throw at the beginning of each of it's turns.

You can use this feature a number of times equal to half your Blood Hunter level (rounded up), and recover all expended uses when you finish a short or long rest.

Vampiric Nature

Also at 3rd level, you become partially a vampire, something known to most mortals as a dhampir. You gain the following advantages:

  • Unholly Blood. You have disadvantage on saving throws to avoid taking radiant damage and on saving throws to avoid being blinded by bright light.

  • Dhampire Nature. You gain darkvision with a range of 120 feet, and gain advantage on investigation, perception and survival checks relying on smell. Also, you have blindisght with a range of 10 feet as long as you can smell, and can instinctively know if you're smelling an aberration, fey, fiend or undead.

  • Dread Fangs. You gain a bite attack that deals 1d6 + your Strength modifier as piercing damage. Your fangs counts as a weapon for purposes of your Crimson Rite feature. You can use a bonus action to attack with your fangs on each of your turns. Whenever you reduce a creature with blood to 0 hit points with your bite attack, you gain temporary hit points equal to 1 roll of your hemocraft die (or the creature's maximum hit points, whichever is lower) if you have a crimson rite active on them.

Hemomancer

Starting at 7th level, your vampiric blood increases your ability over haemomancy. You gain an additional use of your Blood Maledict feature.

Also, whenever you roll your hemocraft die to suffer damage, you receive only half the damage that you would normally receive (rounded up, minimum 1).

Brand of Corruption

Starting 11th level, you can magically deny healing to others. When a creature marked by your Brand of Castigation feature recovers hit points and is within 120 feet from you, the amount of healing it receives is halved, and you receive temporary hit points equal to the same amount of hit points.

Blood Curse of the Sanguine Master

At 15th level, you can tap into your vampiric nature to manipulate and paralyze the bodies of your enemies. You gain the Blood Curse of the Sanguine Master for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Rush

Starting 18th level, you can release a rush of blood through your veins to increase for a short period your physical efficiency. You can do so without requiring an action, rolling an hemocraft die and receiving necrotic damage equal to the number rolled. You then gainin the following advantages:

  • Your speed increases by 10 feet.
  • Your weapon attacks with an active crimson rite inflict an extra hemocraft die.
  • Your bite attack damage increases to 1d10.

You can do so a number of times equal to your Intelligence modifier (minimum 1) between short or long rests.

Order of the Flagellant

While most blood hunters center their efforts in hunting the monsters and the wicked, some among them have decided to undergo a different path, one full of pain and service to others. These martyrs use the dominion of their own blood to protect others and disturb creatures with their gruesome and bloody practices of self flagellation, that grants them higher physical resistance and the will to keep fighting for others, at the expense of their literal own blood.

Hardened Skin

When you join this order at 3rd level, the constant damage received by your skin makes you less susceptible to pain. If you are not wearing armor or using a shield your AC is 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still benefit from this feature.

Also, Once per round when you receive damage but psychic or force damage, you can decide to reduce the damage received by an amount equal to one roll of your hemocraft die + your constitution modifier (no action required).

You can use this feature a number of times equal to your constitution modifier (minimum 1) and recover all expended uses when you finish a long rest.

Disturbing Flagellation

At 3rd level, the pain you undergo can be also inflicted on other creatures.

When you suffer damage from your hemocraft die, you can select a creature you can see within 30 feet of you. If it has an intelligence score of 4 or higher, it must make a Wisdom saving throw, taking psychic damage equal to the damage you inflicted yourself on a failure or no damage on a success.

Bloodletting

When you reach 7th level, your body generates blood to an accelerated rate, allowing you to overcome easily any poison, toxin or venom. You gain resistance to poison damage.

Also, whenever you make a constitution saving throw to avoid being petrified or poisoned, you can use your reaction to roll 1 hemocraft die and suffer it's result as necrotic damage to add the result to the saving throw.

Shared Burden

Starting 11th level, your devotion to pain allows you to interfere in the way of harm directed to other. When an allied creature within 5 feet from you is targeted by a spell or weapon attack you can see, you can use your reaction to interfere in the way of the enemy, becoming the target of the spell or weapon attack roll.

Blood Curse of the Bonded

At 15th level, you can impose your own suffering to others so they can sense the weight of the pain you bear, overwhelming even the most resilient creatures. You gain the Blood Curse of the Bonded for your Blood Maledict feature.

This doesn’t count against your number of blood curses known.

Presbytery of Pain

Starting at 18th level your body is a testament of the pain one can take before breaking. You gain resistance to bludgeoning, piercing, and slashing damage while you're not wearing armor. You can use a shield and still benefit from this feature.

Order of the Ghostslayer

Being the first and oldest of the blood hunter orders, these warriors learn to infuse their weapons with holy properties, tasked with the obligations of purifying the world and working towards a better future. They are by far the most popular of all orders, and are commonly known as exorcists among the world. The following text replaces Matt Mercer's entry for the Profane Soul subclass.

Rite of the Dawn

When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage.

Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a range of 15 feet and dim light in 15 additional feet.
  • You have resistance to necrotic damage.
  • When you hit an undead creature with a weapon with an active Rite of the Dawn, you roll an additional hemocraft die when determining the extra damage from the rite.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature.

Also, your blood curses can target any creature, whether it has blood or not.

Aether Walk

Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.

Brand of Sundering

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.

Blood Curse of the Exorcist

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies, and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Rite Revival

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have one of your active crimson rites end and drop to 1 hit point instead.

Order of the Green Strider

Not all things that predate on mortals are result of necromancy or direct extraplanar creatures. Sometimes, the very influence of foul magics, deranged druids or evil outsiders with dominion over nature can turn a seemingly innocent and secure land into a dangerous biome full of carnivorous and dangerous plants. A small amount of blood hunters devote themselves to the purge and contention of said places. Drinking the nauseating and poisonous sap of some mutated plants, these blood hunters acquire strange druid-like abilities.

Plant Warrior

When you join this order at 3rd level, your body has adapted some plant features to facilitate your hunt. You grow a thin layer of moss around your body that grants you a natural armor with an AC that equals 13 + your Dexterity modifier + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

You can use your Constitution instead of your Dexterity to calculate the AC of any armor you wear.

Also, plant creatures are added to the type of creatures affected by you Hunter’s Bane feature.

Green Magic

Starting 3rd level, you have acquired a limited amount of magic derived from the strange sap you drank.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots

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

Green Strider Spellcasting Table
Blood Hunter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3 2 3 2
4 2 3 3
5 2 4 3
6 2 4 3
7 2 5 4 2
8 2 5 4 2
9 2 6 4 2
10 3 6 4 3
11 3 7 4 3
12 3 7 4 3
13 3 8 4 3 2
14 3 8 4 3 2
15 3 9 4 3 2
16 3 9 4 3 3
17 3 10 4 3 3
18 3 10 4 3 3
19 3 10 4 3 3 1
20 3 11 4 3 3 1

For example, if you know the 1st-level spell Entangle and have a 1st-level and a 2nd-level spell slot available, you can cast Entangle using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level druid spells of your choice.

The Spells Known column of the Green Strider Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

You learn additional spells from the druid class that don't count towards the total number of spells you know, as indicated on the following table.

Green Strider Magic Table
Blood Hunter Level Spell
3 Entangle
7 Spike Growth
13 Speak with Plants
19 Grasping Vine

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots. You cannot replace the spells from the Green Strider Magic table.

Spellcasting Ability

Intelligence is your spellcasting ability for your druid spells, since you are granted such spells through alchimical formulae. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Spellcasting Focus

You can use any weapon with an active rite focus as a spellcasting focus for your druid spells.

Nature's Combatant

Beginning at 7th level, when you use your action to cast a druid spell, you can make one weapon attack as a bonus action.

Also, once per turn, you can rerroll any damage roll of your Crimson Rite feature. You must use the second roll, regardless of the result.

Finally, you now ignore difficult terrain made of plants.

Brand of Restoration

Upon reaching 11th level, your Brand of Castigation feature allows you to reuse the nutrients of creatures you kill. When a creature affected by your Barnd of Castigation feature dies, you can use your reaction to absorb part of it if it's within 30 feet of you. You recover spell slots for a combined level that is equal to or less than 1/3 your blood hunter level (rounded down), and none of the slots can be 4th level.

For example, if you're a 11th-level blood hunter, you can recover up to three levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Blood Curse of Root Sharing

At 15th level, you can now conjure some of the plants that you drank when you first joined this order using your own blood as a tribute for them. You gain the Blood Curse of Root Sharing for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Plant Metabolism

By 18th level, your body has adapted some of the physiology of plants. You no longer require to food or sleep as long as you have at least 4 hours of sunlight through the day. You still need to take rests to heal and recover resources.

Also, you gain immunity to poison damage and to the poisoned condition.

Finally, whenever you recover hit points by either magical healing or spending hit die, you regain the maximum possible amount of hit points if you're under direct sunlight or in direct contact with soil.

Order of the Hell Knight

There are some orders of blood hunters that drink the blood of other creatures as part of their rite of initiation, but the blood they drink is from planar creatures. The members of this order go further away, drinking the blood fiends to empower their abilities. The rite these warriors undergo is lethal to all but the most capable, but the advantages and power it confers to the survivors is so powerful that this order continues to take upon the rite even to our modern days.

Fiendish Adaptations

When you join this order at 3rd level, your body has changed to facilitate your hunting after drinking devil's blood. You gain two fiendish adaptations, product of the profane blood you drank. Choose from the following options.

  • Eye Beam. You gain the ability to produce a magical beam of fire from your eyes. You produce this hellish fire in a 30 feet long 5 feet wide line. Creatures in the area must make a Dexterity saving throw against your Hemocraft save, taking fire damage equal to 2 hemocraft die on a failure, or only half damage on a success. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and recover all expended uses when you finish a long rest.
  • Fiend Sight. You gain darkvision with a range of 120 feet. At 11th level, you can see even in magical darkness with this darkvision.
  • Forked Tongue. You can add your Intelligence modifier to any Charisma (persuasion) or Charisma (deception) check you make.
  • Hellborne. You gain Resistance to Fire Damage.
  • Demonic Strength. You gain advantage on Strength checks and saving throws.
  • Phase. You can use a bonus action to teleport up to 30 feet in any direction to an empty space of your choice you can see. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) and recover all expended uses when you finish a long rest.
  • Rakish Claws. You grow sharp claws that deal 1d6 slashing damage, and have the light and finesse property for you. They count as one weapon for the purposes of your Crimson Rite feature. Their damage becomes magical for the purposes of overcoming resistance and immunities to non-magical damage at 7th level.

You gain an additional adaptation at 11th and 18th blood hunter level, and can replace one of them whenever you gain a level in the blood hunter class.

Fiend Tongue

Also, at 3rd level, you learn how to read, write and speak in either Abyssal or Infernal (your choice).

Finally, the devil blood you drank grants your proficiency in either the persuasion or deception skill (your choice).

Hellfire

Starting 7th level, you gain additional control over fire. Your rite of the flame now ignores resistance to fire damage, and creatures with immunity to fire damage instead take half damage from it.

Brand of Retribution

Starting 11th level, your demonic blood magic makes your Brand of Castigation to severely injure creatures who attack you. When a creature receives damage from your Brand of Castigation feature, it receives additional damage equal to 1 roll of your hemocraft die. If it receives this damage, it must succeed on a Constitution saving throw against your Hemocraft save DC or lose it's ability to take reactions until the beginning of your next turn.

Fiendish Wings

Starting 15th level, the dominion over your fiendish blood allows you to grow wings from your back. As a bonus action, you can manifest these wings, gaining a flying speed equal to your movement speed. They last until you dismiss them as a bonus action on your turn.

In addition, you may use your wings to reduce your rate of falling to 60 feet a round, as per the feather fall spell.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Blood Master

At 18th level, you can use your devilish dominion of blood magic to dominate and use others to your own advantage.

You gain the Blood Curse of Enthralling for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Also, you become immune to the charmed condition.

Order of the Ironmaster

Blood Hunters are only as capable as two of their tools: their hemocraft proficiency and their equipment. Many blood hunters develop the ability of metal working, serving as blacksmiths for others, and many of them usually end up joining the order of the ironmasters, a strange association of individuals that mix their blood magic with their ability to forge metal. They are deadly warriors, and are some of the most proficient hunters when it comes to dangerous and resilient foes.

Metal Worker

When you join this order at 3rd level, you have developed your ability in the art of the metal smithing.

You gain proficiency with smith's tools.

Finally, your blood curses can affect constructs and other creatures made of metal, even if they have no blood.

Rite of the Blacksmith

Also at 3rd level, you can channel your crimson rite to affect your armor and weapons. You learn the Rite of the Blacksmith as part of your Crimson Rite feature, that can only be used on melee weapons made of metal.

When you activate the Rite of the Blacksmit, the extra damage dealt by your rite is fire damage.

Additionally, while that rite is active on a melee weapon made of metal, you gain the following benefits:

  • Your weapon counts as cold iron for purposes of overcoming resistance and immunity to non-cold ironed weapons.
  • The damage reduction of any armor made of metal you are wearing increases by 1.
  • You gain a +1 bonus to both attack rolls and damage rolls with it.

Both bonuses increases to +2 at 11th level and to +3 at 18th blood hunter level.

Flesh to Iron

At 7th level, your mixture of hemocraft and blacksmithing allows you to transform partially into metal. You learn the Iron Grasp* cantrip. Intelligence is your Spellcasting ability for it.

Also, whenever you affect a creature with a blood curse, it's speed is reduced by 10 feet as their joints become rigid.

Forge Master

Starting 11th level, your continual exposition to the forge has made your body to adapt to the extreme heat of your craft. You gain resistance to fire damage.

Also, you gain expertise with smith's tools.

Blood Curse of the Forge

At 15th level, your dominon of metal craft allows you to target the objects made of metal wielded by creatures, heating them searing fires of the forge. You gain the Blood Curse of the Forge for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Adamantine Metal

Starting 18th level, your mastery over metal working allows you to replicate the effects of adamantium on your equipement. When you activate your Rite of the Blacksmith, you can decide to suffer one additional hemocraft die to make your weapon and armor adamantine, ignoring critical hits against you and making your weapon adamantine for the purposes of overcoming resistance and immunity to non-adamantine weapons.

Order of the Therian

Some groups of blood hunters long ago after the war of chaos discovered that the blessing of therianthropy could be dominated and used to fight against the threats of the world. These blood hunters joined under the Order of the Therian, an esoteric order of warriors that ritualistically take upon the mantle of the now called curse of therianthropy to fight for the world. The following text replaces Matt Mercer's entry for the Profane Soul subclass.

Heightened Senses

When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

Also at 3rd level, you learn to control the therianthropy curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

This feature replaces the rules for therianthropy in the Monster Manual.

While you are transformed, you gain the following benefits and drawbacks:

  • Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
  • Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor or tower shields, you have a +1 bonus to AC.
  • Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. Your unarmed strikes deal 1d6 bludgeoning or slashing damage (your choice), and you can use Dexterity instead of Strength for their attack and damage rolls. This damage increases to 1d8 at 11th level. Additionally, when you use the Attack action on your turn, you can make one additional unarmed strike as a bonus action.
  • Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Once you use this feature, you must finish a short or long rest before you can use it again.

Stalker's Prowess

At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance.

The Burden of Theriantrhopy

Those inducted into the Order of the Therian choose this path with conviction, understanding the terrible weight it imposes on them and the challenges it brings. Where most afflicted by the curse of therianthropy grow wicked, deranged, and even murderous, Therian blood hunters accept the gifts of the beast while maintaining control through intense training and the power of their blood magic. A member of the Order of the Therian cannot spread their curse through blood unless they wish to, and one of the most sacred oaths of this order is to never infect another creature without the order’s sanction.

If a member of the Order of the Therian is ever cured of their therianthropy curse, it brings terrible shame to their name and the order. Members who have been cleansed against their will readily return to the order to undergo a renewed initiation of the Taming, reintroducing the curse to their bodies and restoring their honor.

Therianthropy comes in many forms bound to specific beasts, with wolf, bear, tiger, boar, and rat the best-known variations. The particular strain of the therianthropy curse defines the physical traits that manifest in a Therian blood hunter’s hybrid transformation, even as the benefits the curse bestows remain relatively uniform.

Your hybrid form also gains the following additional benefit.

  • Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level.

Advanced Transformation

At 11th level, you learn to unleash and control more of the beast within.

You now can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains an additional benefit.

  • Therian Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.

Brand of the Voracious

Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form.

Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.

Hybrid Transformation Mastery

At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.

Finally, you gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Order of the Profane Soul

While they are anathema to most other blood hunter orders, those who join the Order of the Profane Soul do so knowing that not all creatures are killable, or at least, not without enormous sacrificies. These blood hunters mix their knowledge of blood magic with arcane mastery imparted by powerful and eldritch patrons. The following text replaces Matt Mercer's entry for the Profane Soul subclass.

Pact Magic

When you choose this order at 3rd level, you augment your combat techniques with the ability to cast spells.

See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Mana Points

The Profaene Soul Spellcasting table shows how many mana points you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a number of mana points equal to the desired spell's level. You regain all expended mana point when you finish a short or long rest.

For example, if you know the 1st-level spell Charm Person and are a level 7 blood hunter, you can spend either 1 or 2 mana points to cast it as a 1st or 2nd level spell respectively.

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher.

A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Profane Soul Spellcasting Table
Blood Hunter Level Cantrips Known Spells Known Mana Points Slot Limit
3 2 2 1 1
4 2 2 2 1
5 2 3 2 1
6 2 3 2 1
7 2 4 3 2
8 2 4 3 2
9 2 5 3 2
10 3 5 4 2
11 3 6 4 2
12 3 6 4 2
13 3 7 5 3
14 3 7 5 3
15 3 8 5 3
16 3 8 6 3
17 3 9 6 3
18 3 9 6 3
19 3 10 7 4
20 3 11 7 4

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Otherworldly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:

  • The Ancient Beast. You have chosen the Ancient Beast as your otherworldly patron.
  • The Archfey. You have chosen the Archfey as your otherworldly patron.
  • The Archmage. You have chosen the Archmage as your otherworldly patron.
  • The Celestial. You have chosen the Celestial as your otherworldly patron.
  • The Coven. You have chosen the Coven as your otherworldly patron.
  • The Elder Dragon. You have chosen the Elder Dragon as your otherworldly patron.
  • The Elemental Lord. You have chosen the Elemental Lord as your otherworldly patron. Choose an element for your patron: air, earth, fire or water.
  • The Fathomless. You have chosen the Fathomless as your otherworldly patron.
  • The Fiend. You have chosen the Fiend as your otherworldly patron.
  • The Forest Guardian. You have chosen the Forest Guardian as your otherworldly patron.
  • The Frozen One. You have chosen the Frozen One as your otherworldly patron.
  • The Genie. You have chosen the Genie as your otherworldly patron.
  • The Great Old One. You have chosen the Great Old One as your otherworldly patron.
  • The Hexblade. You have chosen the Hexblade as your otherworldly patron.
  • The Machine. You have chosen the Machine as your otherworldly patron.
  • The Norn. You have chosen the Norn as your otherworldly patron.
  • The Primal Spirit. You have chosen the Primal Spirit as your otherworldly patron.
  • The Undead. You have chosen the Undead as your otherworldly patron.
  • The Undying. You have chosen the Undying as your otherworldly patron.
  • The Warmonger. You have chosen the Warmonger as your otherworldly patron.

Rite Focus

Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells.

You also gain a specific benefit while you have an active rite on a weapon, based on your chosen pact.

  • The Ancient Beast. Whenever you reduce a hostile creature affected by a blood curse to 0 hit points using a weapon attack, you gain a bonus to your AC equal to your Intelligence modifier (minimum 1) until the beginning of your next turn.
  • The Archfey. When you deal rite damage to a creature, it glows with faint light until the end of your next turn. For the duration, the creature can’t benefit from half cover, three-quarters cover, or being invisible until the beginning of your next turn.
  • The Archmage. You can expend one use of your Blood Maledict feature as a bonus action to grant a creature within 30 feet from you disadvantage on it's next saving throw against a warlock spell you cast on the same turn.
  • The Celestial. You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points equal to one roll of your hemocraft die + your Intelligence modifier (minimum of +1).
  • The Coven. Whenever you amplify a blood curse on a creature, that creature receives force damage equal to two rolls fo your hemocraft die.
  • The Elder Dragon. Whenever you hit a creature under a blood curse with a weapon under the effects of your crimson rite, your next attack against it makes it frightened of you until the end of your next turn.
  • The Elemental Lord. Your critical strikes against creatures under a blood curse grant you temporary hit points equal to one roll of your hemocraft die.
  • The Fathomless. While using the Rite of the Frozen, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.
  • The Fiend. While using the Rite of the Flame, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.
  • The Forest Guardian. While using the Rite of the Toxin, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.
  • The Frozen One. While using the Rite of the Frozen against a creature under a blood curse, that creature has its speed reduced by 10 feet until the end of it's next turn.
  • The Genie. While your Crimson Rite is active, whenever you take damage corresponding to your active Rite's type, you can use your reaction to halve the damage received.
  • The Great Old One. When you score a critical hit against a creature while using the weapon, that creature is frightened of you until the end of your next turn.
  • The Hexblade. Whenever you target a creature with a blood curse, your next attack against the cursed creature deals additional damage equal to your proficiency bonus.
  • The Machine. While using the Rite of the Storm, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.
  • The Norn. Whenever you target a creature with a blood curse, your next attack against the cursed creature gets advantage.
  • The Primal Spirit. Once per turn, when you deal damage against an enemy under a blood curse, you can rerroll your crimson rite damage dice and use whatever result you choice.
  • The Undead. You can expend a use of your Blood Maledict feature as a bonus action to hurt a creature that you have attacked this turn. It receives one roll of your hemocraft die + your Intelligence modifier (minimum of +1) as necrotic damage.
  • The Undying. Whenever you reduce a hostile creature to 0 hit points using a weapon attack, you regain a number of hit points equal to one roll of your hemocraft die.
  • The Warmonger. You can expend one use of your Blood Maledict feature to make your next weapon attack against a creature within 30 feet of you a critical hit on a roll of 18-20.

Revealed Arcana

At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact. You can cast the spell once, and can’t do so again until you finish a long rest.

  • The Ancient Beast. You can cast beast sense once using a spell slot.
  • The Archfey. You can cast blur once using a spell slot.
  • The Archmage. You can cast misty step once using a spell slot.
  • The Celestial. You can cast lesser restoration once using a spell slot.
  • The Coven. You can cast inflict wounds once using a spell slot.
  • The Elder Dragon. You can cast dragon's breath once using a spell slot.
  • The Elemental Lord. You can cast one spell according to your patron's element once using a spell slot.: gust of wind for air, maximilian's earthen grasp for earth, scorching ray for fire or drown* for water.
  • The Fathomless. You can cast gust of wind once using a spell slot.
  • The Fiend. You can cast scorching ray once using a spell slot.
  • The Forest Guardian. You can cast spike growth once using a spell slot.
  • The Frozen One. You can cast snilloc's snowball storm once using a spell slot.
  • The Genie. You can cast phantasmal force once using a spell slot.
  • The Great Old One. You can cast detect thoughts once using a spell slot.
  • The Hexblade. You can cast branding smite once using a spell slot.
  • The Machine. You can cast conductive flesh* once using a pact magic spell slot.
  • The Norn. You can cast augury once using a pact magic spell slot.
  • The Primal Spirit. You can cast bestial fury* once using a spell slot.
  • The Undead. You can cast phantasmal force once using a spell slot.
  • The Undying. You can cast blindness/deafness once using a pact magic spell slot.
  • The Warmonger. You can cast spiritual weapon once using a pact magic spell slot.

Brand of the Sapping Scar

Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells.

Unsealed Arcana

At 15th level, your patron grants you the rare use of an additional arcane spell based on your pact. You can cast the spell once, and can’t do so again until you finish a long rest.

  • The Ancient Beast. You can cast haste once without expending a spell slot.
  • The Archfey. You can cast slow once without expending a spell slot.
  • The Archmage. You can cast counterspell once without expending a spell slot.
  • The Celestial. You can cast revivify once without expending a spell slot.
  • The Coven. You can cast Bestow Curse once without expending a spell slot.
  • The Elder Dragon. You can cast fear once without expending a spell slot.
  • The Elemental Lord. You can cast one spell according to your patron's element once without using a spell slot: gustwind wall for air, meld into stone for earth, fireball for fire or tidal wave for water.
  • The Fathomless. You can cast lightning bolt once without expending a spell slot.
  • The Fiend. You can cast fireball once without expending a spell slot.
  • The Forest Guardian. You can cast awaken plant* once without expending a spell slot.
  • The Frozen One. You can cast sleet storm once without expending a spell slot.
  • The Genie. You can cast create food and water once without expending a spell slot.
  • The Great Old One. You can cast haste once without expending a spell slot.
  • The Hexblade. You can cast blink once without expending a spell slot.
  • The Machine. You can cast summon modrons* once without expending a spell slot.
  • The Norn. You can cast clairvoyance once without expending a spell slot.
  • The Primal Spirit. You can cast conjure animals once without expending a spell slot.
  • The Undead. You can cast speak with dead once without expending a spell slot.
  • The Undying. You can cast bestow curse once without expending a spell slot.
  • The Warmonger. You can cast conjure barrage once without spending a spell slot.

Blood Curse of the Souleater

Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Order of the Voidreaver

Far Walkers, Eldritch Hunters and Aberrant Strikers are some of the names given by people to these strange blood hunters. Undertaking their ritual in the entrance of portals to the far realm, these dangerous hunters acquire strange abilities derived from their exposure and metamorphosis to the maddening and warping properties of this alien plane. Excelling at both combat and mobility, they specialize in hunting aberrations and their allies.

Rite of the Void

When you join this order at 3rd level, you learn the Rite of the Void as part of your Crimson Rite feature.

When you activate the Rite of the Void, the extra damage dealt by your rite is force damage. While that rite is active on your weapon, you gain the following benefits:

  • Your weapon ignores resistance and immunity to magical damage from aberrations.
  • You have resistance to psychic damage.
  • When you hit an aberration creature with a weapon for which the Rite of the Void is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Eldritch Knowledge

Also at 3rd level, you gain a vast amount of knowledge about aberrations and the far realm. When you make any History, Investigation, Occultism or Survival check related to aberrations or the far realm, you add your proficiency bonus if you're not proficient in the skill. If you're already proficient in the skill, then your proficiency bonus is doubled for the check.

Also, you learn how to speak, read and write in Deep Speech.

Warp Singularity

Starting at 7th level, you gain the ability to shift from place to place at will. You can use a bonus action to teleport to any unoccupied space within 30 feet of you that you can see. To do so, you must roll 1 hemocraft die and receive force damage equal to the number rolled. Creatures 5 feet around your points of destination receive force damage equal to the number rolled when you teleport to that place.

You can use this feature a number of times equal to your Intelligence modifier (minium 1) and recover all expended uses when you finish a short or long rest.

Eldritch Mind

By 11th level, the energy of the far realm has started to hopelessly alter your mind. You become immune to attempts of reading your mind, and you are considered always under the effects of the Detect thoughts spell.

Brand of Revelation

Starting 15th level, your aberrant hemocraft allows your Brand of Castigation to reveal a foe’s true nature.

Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.

Adept Flesh Warper

At 18th level, using your understanding of the far realm you can twist the flesh of your enemies and toy with their position on the world around you. You gain the Blood Curse of Flesh Warping for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Also, you cannot be teleported or affected by polymorph effect against your will.

Order of the Witchbane

Not all who predate on mortals are creatures from other planes, as sometimes witches, mages, warlocks and evil clerics turn their gift of spellcasting against mortals, dominating as tyrants over their mortal brothers and sisters. Those blood hunters who join the order of the Witchbane undergo a modified version of the rite of initiation, mixing powder of Orichalcum in the alchemical preparation they drink, granting their hemocraft the ability to interfere with spellcasting.

Rite of the Silent

When you join this order at 3rd level, you learn a secretive rite that allows you to disrupt spellcaster. You learn the Rite of the Silent as part of your Crimson Rite feature.

When you activate the Rite of the Silent, the extra damage dealt by your rite is thunder damage.

Additionally, while that rite is active on a melee weapon made of metal, you gain the following benefits:

  • Spellcasters receive additional thunder damage equal to your intelligence modifier.
  • You become immune to the magic missile spell.
  • Once on each of your turns when you hit a creature with a weapon with an active Rite of the Silent, it must succeed on a constitution saving throw against your Hemocraft DC or become muted until the beginning of your next turn.

Lore of the Witch Hunter

Starting 3rd level, you gain extended knowledge of how to effectively hunt mages, warlocks and witched. You gain proficiency in the Arcana skill.

Also, you gain advantage on Arcana, History and Investigation checks related to track spellcasters and remember information about them.

Witch Stalker

Starting 7th level, your hemocraft allows your sight to be attuned to magical phenomena. You now can spend an hemocraft die and suffer force damage equal to the result to gain the ability to see any magical effect within 60 feet from you.

The effect is surrounded by a faint aura with a color that allows you to know which school of magic does the spell or magical effect belongs to.

This effect remains for 10 minutes, and can use it a number of times equal to your Constitution modifier (minimum 1) between short or long rests.

Blood Curse of the Mage Slayer

At 11th level, your ability using blood magic allows you to interfere with the flow of magic of those cruel spellcasters that abuse the weak. You gain the Blood Curse of the Mage Slayer for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Spell Breaker

By 15th level, the Orichalcum flowing trough your veins increases your chance of survival against spellcasters. While you're wielding a weapon with an active rite on your hand, you have advantage in saving throws against spells.

Magical Mirror

Starting at 18th level, you gain the ability to use fire against fire when fighting spellcasters. When you are hit by a spell attack, you can use your reaction to reflect the attack against the attacker after you've received the damage from the spell.

You can use this feature once, and recover the ability to do so again when you finish a short or long rest.

Cleric

One of the favorite classes ever, clerics have evolved a lot as a class since the origin of both the game and the genre. These spellcasters vary in form from divine crusaders to powerful agents of divine might, and clerics from the same god can take as many forms as gods has the multiverse. Clerics are some versatile characters, not only for their access to divine magic, but also because they can take many different stances to fight against their enemies and the enemies of their faith. Either using their martial training or their ability to damage and heal others with their powerful magic, clerics, as scarse as they may be, are fearsome enemies and agents of both hope and fear.

Class Features

Hit Points

  • Hit Dice: 1d8 per Cleric level
  • Hit Points at 1st Level: 8 + Your Constitution modifier
  • Hit Points at Higher Level: 1d8 (or 5) + your Constitution modifier per cleric level after 1st.

Proficiencies

  • Armor: Light Armor and Bucklers.
  • Weapons: Brass Knuckles, Knives, Quarterstaves, Darts, Slings, Light Crossbows and the Holy Weapon of your Deity.
  • Tools: None.
  • Saving Throws: Wisdom, Charisma
  • Skills: Religion and one of your choice from Arcana, Astronomy, Composure, Medicine, Occultism or Politics.
Cleric
Level Proficiency Bonus Features Miracles Known Usable Miracles Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain, Clerical Calling, Exemplary Priest 2 2
2nd +2 Divine Domain Feature, Miracles 2 1 2 3
3rd +2 Clerical Calling Feature, Harness Divine Power 2 1 2 4 2
4th +2 Ability Score Improvement 2 1 3 4 3
5th +3 Clerical Calling Feature 2 1 3 4 3 2
6th +3 Divine Domain Feature 3 2 3 4 3 3
7th +3 Divine Lore 3 2 3 4 3 3 1
8th +3 Ability Score Improvement 3 2 3 4 3 3 2
9th +4 Clerical Calling Feature 3 3 3 4 3 3 3 1
10th +4 Divine Intervention 4 3 4 4 3 3 3 2
11th +4 Divine Domain Feature 4 3 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 4 4 3 3 3 2 1
13th +5 Boon of the Faithful 4 4 4 4 3 3 3 2 1 1
14th +5 Clerical Calling Feature 5 4 4 4 3 3 3 2 1 1
15th +5 Divinely Chosen 5 4 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 4 4 3 3 3 2 1 1 1
17th +6 Divine Domain Feature 5 5 4 4 3 3 3 2 1 1 1 1
18th +6 Clerical Calling Feature 6 5 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 5 4 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 6 5 4 4 3 3 3 3 2 2 1 1

Equipment

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

  • (a) the holy weapon of your deity or (b) any martial weapon (if proficient)
  • (a) Gambeson, (b) lamellar (if proficient), or (c) hauberk (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon (if proficient)
  • (a) a buckler, (b) a shield (if proficient) or (c) a firearm without the scatter property and 20 rounds of ammunition for it (if proficient)
  • (a) a priest's pack or (b) an explorer's pack
  • A holy symbol

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

You can replace one cleric cantrip you know for other of the same spell list whenever you gain a new level in this class.

Spell Slots

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

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Divine Domain

At 1st level, you choose one of the 26 divine domains of Abbeorht, according from those available to your Deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you access to specific miracles at 2nd level, and s new domain features at 2nd, 6th, 11th, and 17th levels.

Domain Damage Table

Divine Domain Damage Type
Arcana Force
Blood Acid
Chaos Force
Darkness Cold
Death Necrotic
Forge Fire
Grave Necrotic
Knowledge Psychic
Life Radiant
Light Fire
Love Psychic
Luck Lightning
Madness Psychic
Nature Poison
Order Thunder
Pain Psychic
Peace Psychic
Plague Poison
Tempest Lightning
Trickery Poison
Twilight Psychic
Valor Thunder
War Force
Water Acid
Wealth Radiant
Winter Cold

Clerical Calling

Starting 1st level, you have undergone a specific training since you joined the faith of your deity. This training has specialized you, choosing a clerical calling, an specific approach to the divine magic that your deity has granted you.

You chose one of the the 4 following callings, that grants you advantages when you chose it at 1st level. It grant you additional features again at 2nd, 5th, 9th, 14th and 18th cleric level. You cannot later change your clerical calling.

All clerics adopt a specific title that helps others members of other faiths to identify them as such, as well to attain certain degree of respect and fame among their own faith.

Thaumaturge

Thaumaturges are clerics that devote themselves to the arts of spellcasting and religious studies. They are both powerful healers and blasters using their divine magic and knowledge of the litany of their deities, and are sometimes confused by divine wizards or even heavenly warlocks.

These thaumaturges adopt titles that resemble not their domains, but the gods they serve.

Some examples include "Sage of Selendis", "Thaumaturge of the Sun God" (for Belenus) or Winter's Soul (for Morrigan).

Student of the Faith

Starting 1st level when you first become a Thaumaturge, you gain proficiency in the Arcana skill.

Also, you learn one additional cantrip from the cleric spell list. This cantrip doesn't counts towards the total number of cantrips you know.

Divine Spellcaster

At 3rd level, you gain access to the domain spells of another domain from those available to your deity. These additional spells are also always prepared, but doesn't count towards the total number of spells you can prepare.

Also, you now add your Wisdom modifier (minimum 1) to any Intelligence (Arcana) or Intelligence (Religion) check you make.

Pious Blessing

Starting 5th level, your devotion to your god allows you to regain some degree of power from it. During a short rest, you can expend at least 10 minutes praying while holding your divine symbol. If you do so, you regain expended spell slots, with a level up to half your cleric level (rounded up), and none of the slots can be 6th level or higher.

For example, if you are 6th level cleric, you can recover up to three levels worth of spell slots. You can recover either a 3rd-level spell slot, one 2nd-level and one 1st-level spell slot, or 3 1st-level spell slots.

Potent Spellcasting

Starting at 9th level, your cleric cantrips become empowered. You now add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Blessing

Starting 14th level, the faith in your god allows you to cast more spells. When you cast a domain spell using a spell slot of 5th or lower level, you recover a spell slot of one lower level. For example, if you cast a 5th level domain spell, you recover one expended 4th level spell slot.

Pious Spells

By 18th level, your clerical spells are enhanced by your god. The DC of all your domain spells increases by +1.

Evangelist

The social arm of religions and temples, these clerics have an ease with words and further access to powerful divine magic known as miracles. They use these miracles to both aid their congregations and allies, as well as to fight to protect them. Most of them shun violence and prefer words over magic, but they know that a dead evangelist can serve no god.

Similar to thaumaturges, evangelists are referred by titles associated to their deities and not for their domains, such as "Brother of the Wild Hunt" (for Marah), or "Preacher or Tromos".

Preacher's Boon

Starting 1st level when you first become an Evangelist, you gain proficiency in the Persuasion skill. You add your Wisdom modifier (minimum 1) as a bonus to any Charisma (Persuasion) check you make related to religion, deities and cults.

Also, you learn the Thaumaturgy cantrip, but doesn't counts towards the total number of cantrips you know.

Wonder Worker

Starting 3r level, your divine dedication to your deity has granted you access to additional miracles. You can now learn miracles from any domain from those available to your deity.

Also, whenever you learn a new miracle according to the Cleric table, you learn one additional miracle that doesn't count towards the total number of Miracles you know.

Lastly, you become surrounded by divine protection that grants you an AC of 10 + your Dexterity modifier + your Wisdom modifier as long as you're not wearing armor nor shields. You have a damage reduction of 1 against all damage.

Divine Agent

Starting 5th level, your god funnels additional divine energy into your being. You now recover a number of expended uses of your Miracles feature equal to 1/5 your cleric level (rounded down) when you finish a short rest.

Multiply the Miracles

At 9th level, you can extend the use of your miracles. Whenever you use a miracle, you can decide to affect double the amount of creatures it would normally affect. If a miracle targets only a single creature (be it you, an enemy or an ally), it cannot benefit from this feature.

You can use this feature once, and recover the ability to do so when you finish a short or long rest.

Strengthen Faith

Starting 14th level, your prayers have empowered your miracles. The DC of your miracles is increased by +1.

Divine Recovery

By 18th level, you can spend 1 minute preaching in a loud voice to recover all the expended uses of your Miracles.

You can do this only once, and recover the ability to do so when you finish a long rest.

Inquisitor

Not all clerics use magic or faith as their main weapons.

There are some secretive groups among most (if not all) faiths that train especial agents, infiltrators, assassins and spies, that also serve as judges and executors. These clerics, known as inquisitors, take a more direct approach, hunting an executing the enemies of their faith.

Inquisitors usually pick up titles that can relate to either their deities or their domains (and usually both), but try to remain inconspicuous to not awaken suspicion among others. Some titles include "Executor of Vecna", "Protector of the Light" or "Shadow Dweller".

Inquisitor's Training

Starting 1st level when you first become an Inquisitor, You gain proficiency in two of the following skills of your choice: Acrobatics, Composure, Deception, Etiquette, History, Intimidation, Investigation, Politics, Stealth or Streetwise.

Also, you gain proficiency with medium armor, shields (except tower shields), simple weapons, martial weapons and Firearms.

Hunter's Knack

At 3rd level, your training as an Inquisitor grants you more abilities to take on your holy missions. Your walking speed increases by 5 feet while not wearing heavy armor or tower shields.

Also, you gain advantage on Arcana, History and Religion checks to recall information about enemies of your faith.

Inquisitor's Mark

By 5th level, you can mark the foes of your faith. As a bonus action you mark a creature you can see within 60 feet from you with your divine symbol, invisible for all except you. The mark persists for 1 minute or until the creature is reduced to 0 hit points.

Your weapon attacks against a marked creature count as magical and silvered for purposes of overcoming resistance and immunity to non-magical and/or non-silvered attacks. Also, once per turn, a marked creature damaged by your unarmed or weapon attacks receive a number of d6s equal to 1/3 your cleric level (rounded down) as extra damage of your domain's type to it. You can end the effect early as a bonus action, and if you die, the mark also vanishes.

You can only have one mark active at any time, and using another one vanishes the first. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Spell Combat

Starting 9th level, you can use your martial training and magic in tandem. After using your action to cast a cleric cantrip, you can use a bonus action to make a weapon attack.

Foe Hunter

By 14th level, you can easily resist effects that would normally drive you out of combat. Now, you add half your Wisdom modifier (rounded up) to any saving throw you make provoked by enemies marked by your Inquisitor's Mark.

Also, your weapon attacks against creatures marked by your Inquisitor's Mark score a critical on a roll of 19-20.

Mark of Termination

Starting 18th level your weapon attacks against creatures marked with your Inquisitor's Mark score a critical hit on a roll of 18-20.

Saint

The strong and martial arm of temples and faiths, saints are powerful warriors that are trained since the beginning to become master combatants that can be empowered by divine magic. These divine warriors use their martial prowess to defend their faith and quickly dispose their attackers.

They usually are granted long titles related to their function in the order and the domain they serve, as well as the gods they serve, like "Order Enforcer of Asmodeus", "Master of Bil'Mak's Forge" or "Fraedus' Life Warden"

Saint's Training

Starting 1st level when you first become a Saint, you gain proficiency in the athletics skill.

Also, you gain proficiency with all armors, all shields, simple weapons and martial weapons.

Blessed Warrior

At 3rd level, you learn a fighting style from those available to the paladin class. You can't take a Fighting Style option more than once, even if you later get to choose again.

Also, whenever you use your Harness Divine Power feature you gain temporary hit points equal to half your cleric level (rounded up).

Divine Weapons

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Also, your unarmed and melee weapon attacks now count as silvered for purposes of overcoming resistance and immunity to non-silvered attacks.

Empowered Strikes

Starting 9th level, you gain the ability to infuse your weapon strikes with divine energy. Your unarmed and melee weapon attacks deal 1d4 on a hit as your domain damage type.

Protector's Mantle

Starting 14th level, your spells protect you from harm. Whenever you cast a cleric spell of 1st or higher level, you gain temporary hit points equal to twice the level of the spell. These temporary hit points are added to any other source of temporary hit points triggered by the same spell.

Champion's Strikes

At 18th level, your faith makes deadlier your weapons. The damage of your Empowered Strikes feature increases to 2d4.

Exemplary Priest

Clerics are exemplars and champions of their gods, chosen to uphold their principles and server as their agents.

As such, your alignment must be within one step of your deity’s, along either the law/chaos axis or the good/evil axis. If you ever change your alignment out of this requirement, or grossly violate the code of conduct required by your god, you loses all spells and class features, except for armor, weapon and skill proficiencies. You cannot thereafter gain levels as a cleric of that god until she atones for her deeds.

This attonement usualy involves a deadly task to prove their worth, or the redemption given by a higher level cleric of your own faith.

Miracles

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects known as miracles. You start with two known miracles, that you can learn from the Miracle options at the end of the class entry. Most of these miracles have a requisite, either of alignment (from your deity) or from your domain, and you must met the prerequisites to learn them.

Also, many of these miracles also increase in power as you gain levels in the cleric class, becoming more useful as your god grants you more and more power.

You have two uses of your Miracles feature, and you spend one use to create one of your known miracles. You recover all expended uses of your miracles when you finish a long rest. Some Miracles require saving throws. When a miracle asks for a saving throw, the DC equals your cleric spell save DC.

Harness Divine Power

Startring 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than 1/4 your cleric level (rounded up).

For example, if you're a 7th-level cleric, you recover a 2nd level spell slot.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1) and recover all expended uses when you finish a long rest.

Ability Score Improvement

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

Divine Lore

Starting 7th level, your continual redaction and reading of sacred texts grants you a superior knowledge on religious lore. You gain expertise on the Religion skill.

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes.

The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 1 week (10 days). Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Boon of the Faithful

Starting 13th level, your god allows you to access to additional features from other domains. You gain access to the domain spells of one additional domain from those available to your deity.

Also, you now can learn miracles from those restricted to that divine domain, and when a feature refers to your domain damage, you can use either damage type of your chose from your known divine domains.

Divinely Chosen

By 15th level, spells that have the sole effect of restoring you to life (but not undeath), require no material components from part of the caster when it targets you with it.

Also, you reduce the DC of checks needed to revive you by an amount equal to your Wisdom modifier (minimum 1).

Miracles

Clerics gain access to different miracles as they become more powerful and their deities grant them more blessings. Here are presented in alphabetic order the common miracle options available to clerics.

Specific domain miracles are presented on each divine domain entry.

Common Miracles

These miracles are available to most clerics, and depend directly on the alignment of your deity.

Bolster Allies

Prerequisite: Chaotic Aligned

As an action, you can present your holy symbol and utter a prayer to empower your allies. A number of creatures of your choice up to your Wisdom modifier (minimum 1) in a 30 feet radius centered on you gain temporary hit points equal to a number d6s equal to half your cleric level (rounded up). These temporary hit points remain for up to 1 minute.

Empower Creatures

Starting 6th level, chosen creatures also gain a bonus to all their weapon attacks rolls equal to your Wisdom modifier (minimum 1) until the beginning of your next turn.

Channel Divine Energy

As an action, you can present your holy symbol and speak a prayer that makes you irradiate a flow of divine magic. A number of creatures of your choice up to your Wisdom modifier (minimum 1) in a 30 feet radius centered on you must make a Dexterity saving throw, taking a number of d6s equal to half your cleric level (rounded up) as your domain damage type. on a failure, or only half as much on a success.

Potent Channeling

Starting 8th level, you can rerroll any 1 or 2 obtained on the damage roll. You must use the new result, regardless of the number rolled.

Channel Negative Energy

Prerequisite: Non-Good Aligned

As an action, you can present your holy symbol and speak a prayer that makes you irradiate a flow of necrotic magic. All living creatures (including non-mechanical and corporeal outsiders) of your choice in a 30 feet radius centered on you must make a Constitution saving throw, taking a number of d4s equal to half your cleric level (rounded up) as necrotic damage on a failure or half as much on a success.

Necrotic Reconstitution

Starting 8th level, you can target a number of undead creatures you can see in the area up to your Wisdom modifier (minimum 1) to be healed by the amount rolled on the die.

Channel Positive Energy

Prerequisite: Non-Evil Aligned

As an action, you can raise your holy symbol an utter a prayer to harm undead creatures around you. All undead creatures of your choice in a 30 feet radius centered on you must make a Constitution saving throw, taking a number of d4s equal to half your cleric level (rounded up) as radiant damage on a failure or half as much on a success.

Healing Wave

Starting 8th level, you can target a number of living creatures you can see in the area up to your Wisdom modifier (minimum 1) to be healed by the amount rolled on the die.

Protect From Energy

As an action, you can raise your holy symbol in the air and ask protection from your god. A number of creatures of your choice up to your Wisdom modifier (minimum 1) in a 30 feet radius centered on you gain resistance to one of your types of domain damage for 1 minute.

Extended Protection

Starting 15th level, you can protect your allies from all the type of damage from your different available domains.

Turn Ailments

Prerequisite: Neutral Aligned

As an action, you raise your holy symbol and speak a prayer of health and well-being. A number of creatures of your choice up to your Wisdom modifier (minimum 1) that you can see within 30 feet of you affected by a non-magical disease or a blinded, deafened or poisoned condition can repeat their saving throws against the effect that caused it.

Restore Health

Starting 6th level, creatures affected by this feature are also healed by a number of hit points equal to half your cleric level (rounded up) + your Wisdom modifier (minimum 1).

Potent Miracle

Starting 12th level, you automatically end those conditions. You can also affect creatures that are affected by magical diseases, or by the paralyzed, petrified or stunned conditions.

Turn the Living

Prerequisite: Evil Aligned

As an action, you raise your holy symbol and utter a prayer that makes humanoids tremble. A number of humanoid creatures of your choice up to your Wisdom modifier (minimum 1) that can hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

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

Extended Effect

Starting 6th level, this feature can now also affects beasts, giants, monstrosities and plants as well.

Destroy Life

Starting 12th level, affected creatures with a CR equal to 1/6 your cleric level (rounded down) or lower immediately die.

Turn Outsider

Prerequisite: Lawful Aligned

As an action, you present your holy symbol and speak a prayer that make celestials, elementals, feys and fiends to cower in place. A number of these creatures of your choice up to your Wisdom modifier (minimum 1) that can hear you within 30 feet of you must make a Wisdom saving throw.

If the creature fails its saving throw, it is frightened of you for 1 minute or until it takes any damage.

These creatures can't willingly move to a space within 30 feet of you, and lose the ability to take reactions. They cannot cast spells that affect you, and attacks they make against you are made with disadvantage.

Evict Outsiders

Starting 6th level, affected creatures with a CR equal to 1/6 your cleric level (rounded down) or lower must also succeed on a Charisma saving throw or be banished.

Turn Undead

Prerequisite: Good Aligned

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

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

Destroy Undead

Starting 6th level, affected creatures with a CR equal to 1/6 your cleric level (rounded down) or lower immediately die.

Subclasses

Abbeorht has many gods with different portfolios and domains, and while many of them can share some influence over the same matters, in general, their clerics are pretty well differentiated. The following domains are available to clerics to choose from at 1st level.

Arcana Domain

Magic is a common and feared theme on Abbeorht: while not everyone is capable of wielding such powers with mastery, almost everybody has heard about the spellcasters that dominate the world, and the reckless creatures that haunt these mortals full of Hubris. Clerics of the Arcana domain exist to reconcile the concept and practice of magic with the rest of the world, and to a minor degree, as mage hunters. The following text replaces the SCAG's subclass entry.

Arcana Domain Spells

Cleric Level Spell
1 Detect Magic, Magic Missile
3 Magic Weapon, Nystul's Magic Aura
5 Dispel Magic, Magic Circle
7 Arcane Eye, Gravity Pull*
9 Bigby's Hand, Teleportation Circle

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in either the Arcana or the Investigation skill.

Also, you learn two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips, but doesn't count towards the total number of cantrips you know.

Arcane Rituals

Starting 2nd level, you gain the ability to draw magic directly from your deity. You can cast any wizard spell that has the Ritual tag for which you have spell slots available. You can cast it as a ritual, but you still must spend a spell slot of said spell's level.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Divine Dispellation

Starting at 6th level, when you cast a beneficial cleric spell of 1st or higher level to a single allied creature (like a lesser restoration or a healing word spell), you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you used to cast the spell.

Spell Breaker

Starting 11th level, your control over magic allows you to end it easier. Now, when you make an ability check as a part of a cleric feature or spell that allows you to dispell, counterspell or somehow avoid a spell (as in Counterspell and Dispel Magic spells or the Arcane Abjuration miracle), you add your proficiency bonus to that ability check.

Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. You can change one of them after a long rest.

Arcana Domain Miracles

Clerics from the arcana domain specialize in understanding and control magic and the different forms it can take. The following Miracles are available to them.

Arcane Abjuration

When a creature you can see within 30 feet of you (including you) is targeted by a spell you can sense, you can use your reaction to utter a prayer touching your holy symbol. You make a Wisdom check against a DC equal to 10 + the spell's level. On a success, the creature is abjurated from the spell, and it ignores said target.

Careful Spells

Starting 5th level, you can use this miracle as part of a spell you cast to automatically protect a creature from it's effects.

Divine Abjuration

Starting 6th level, you now can target a number of creatures up to 1/3 your cleric level (rounded down) to protect when using this miracle, making a single check for all creatures.

Holy Arcana

As a bonus action, you can touch your holy symbol and utter a quick prayer. You gain access to one cantrip of your choice from the wizard spell list for 1 minute. During that time, you can cast it as normal as if you knew the cantrip as a cleric cantrip.

Extended Arcana

Starting 6th level, you now can access to more powerful spells. You can prepare a single 1st level spell from the wizard spell list of your choice, and maintain it prepared for 1 full minute or until you cast it as a cleric spell without counting towards the total number of spells you can prepare. You can use the following table to determine at which cleric levels you can cast more powerful spells.

Cleric Level Spell Level
6 1st
10 2nd
14 3rd
18 4th

Divine Concentration

When you make a concentration checks, you can empower it as long as you're holding your holy symbol in hand. As part of the same check, without needing an action on your part, you can add your cleric level to all concentration checks you make to maintain concentration on that spell until the beginning of your next turn.

Unending Spell

Starting 10th level, you can use your reaction to make your concentration to immediately succeed at one concentration check you make. You then can benefit from this feature to all concentration checks you make until the beginning of your next turn.

Blood Domain

The Blood domain represents both life and suffering, the eternal struggle of all living mortals and the blood legacy of their ancestors. Clerics that adhere to the blood domain follow old traditions, respecting and upholding rituals of healing and sacrifice. They are seen as violent and bloodthirsty clergy practicing profane blood magic, but most people forgets that they also nurture life.

Blood Domain Spells

Cleric Level Spell
1 Ceremony, Inflict Wounds
3 Animate Blood*, Ray of Enfeeblement
5 Life Transference, Vampiric Touch
7 Aura of Life, Blood Drain*
9 Dominate Person, Reincarnate

Bonus Proficiencies

When you choose this domain at 1st level, you get proficiency in the medicine skill.

You also learn the Exsanguinate* cantrip. it counts as a cleric cantrip for you but doesn't count towards the total number of cantrips you know.

Blood Ritual

Starting 2nd level, your devotion has granted you insight into the secret uses of blood. As a result, you can use the following options as part of this feature:

  • Whenever you damage a creature with a cleric spell of 1st or higher level, you recover hit points equal to twice the spell's level.
  • Whenever you restore hit points to a creature using a cleric spell of 1st or higher level, you can use a bonus action to deal necrotic damage to a creature of your choice within 30 feet of the creature that has damaged the creature you healed within the last minute. The damage equals twice the spell's level.

Hematurgy

Starting 6th level, you gain the ability to use your own blood as a fuel for your spellcasting. You can cast any of your domain spells spending hit dice instead of spell points. The cost of these spells is 1 hit dice per spell level.

When you use this feature, your receive a number of d6s as necrotic damage qual to the casted spell's level. This damage cannot be reduced.

Blood Mastery

Starting 11th level, you augment the efficiency of your own blood as fuel for your spells. The size of the die of your Hematurgy feature become d4s.

Crimson Healer

At 17th level, your dominion over blood has reached it's peak, allowing you to easily manipulate spilt blood. When you damage a creature within 60 feet of you that you can see with a cleric spell or weapon attack, you can use your reaction to reuse the spilt blood.

You can heal you or any other willing creature within 60 feet from you for half the amount of damage that was inflicted up to 5 times your Wisdom modifier.

You can use this trait a number of times equal to your Wisdom modifier (minimum 1) between long rests, and regain all expended uses when you finish a long rest.

Blood Domain Miracles

Hemomancers and bloody warriors, Clerics from these domains are gruesome and bloodthirsty but also capable healers. The following Miracles are available to them.

Haematomancy

As an action, you can touch any blood sample of at least 1 milliliter with your holy symbol. You then analyze the blood of the creature, gaining information of their general state of health when the blood was spilt (like poisons or diseases afflicting it, as well as if it was alive or not at the moment), as well as their race, sex and age as long as they are within 10 miles of you.

You also learn instinctively any blood relation to other blood samples you have previously analyzed.

Blood Hound

Starting 6th level you also know instinctively their approximate distance and direction from you as long as you are both within the same plane of existence. This effect remains for up to 1 hour.

Sanguine Puppeteer

You can use your action to utter a prayer while touching your holy symbol, making an attempt to control a creature's body against it's will. You target a Large or smaller creature that has blood within 60 feet of you.

The creature must succeed on a Constitution saving throw or move up to half their movement in a direction of your choice and make a single weapon attack against a creature of your choice within range.

Fallen Blood

Starting 5th level, you now can target dead or unconscious creatures, that automatically fail their saving throws.

Blood Master

Starting 12th level, you now can attempt to control any Huge or smaller creature with this miracle.

Sanguine Liturgy

When you reduce a creature with blood to 0 hit points, you can, as part of the same action, activate this miracle, recovering a number of hit points equal to the creature's number of hit dice.

Crimson Reconstitution

Starting 6th level, you also regain a number of hit points equal to your Wisdom modifier. If you are completely healed by this miracle, remaining hit points (if any) become temporary hit points that last for up to 1 minute.

Chaos Domain

Chaos itself is a force that few people really understand. Many believe it to be an altered fate, while others think of it as destruction. Actually, its neither of those, but the concept can easily encompass both and much more. Chaos is simply the absence of order, and those who embrace this domain know it better than no one. Experts at finding unconventional solutions, these deranged clerics attempt to unmake the established order and defy tradition.

Chaos Domain Spells

Cleric Level Spell
1 Chaos Bolt, Jim's Magic Missile
3 Crown of Madness, Shatter
5 Enemies Abound, Fear
7 Confusion, Squelaiche's Rainbow Blast*
9 Destructive Wave, Mislead

Chaos' Initiate

When you choose this domain at 1st level, you gain proficiency in single skill of your choice.

Also, you learn one cantrip of your choice from the sorcerer spell list. That cantrip counts as a cleric cantrip for you, but doesn't count towards the total number of cantrips you know.

Chaotic Outcome

Starting 2nd level, you become able to evoke chaos around you. When you see a creature within 30 feet from you making a saving throw, skill check or attack roll, you can decide to make it reroll the d20 and use the new result.

You can use this feature a number of times equal to your cleric level, and recover all expended uses when you finish a long rest.

Mutable Magic

At 6th level, whenever you cast a cleric spell of 1st or higher level that deals damage, you can roll one additional die of damage at the expense of rolling 1d8 and alter the type of damage the spell does as per the following table.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
d8 Damage Type
5 Lightning
6 Necrotic
7 Poison
8 Thunder

You can use this feature a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a long rest.

Entropic Armor

Starting 11th level, you can alter the outcome of the damage you suffer. When you receive non psychic damage, you can use your reaction to make the creature that damaged you rerroll the damage. You then choose which roll to suffer.

This effect also affects sources of damage on area, and all creatures in the area benefit from it.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Controled Chaos

Starting 17th level, you can produce controlled surges of chaos around you.

After completing a long rest, you roll 4d20 and note the numbers rolled. When a creature you can see within 30 feet of you makes an attack roll, skill check or saving throw, you can use your reaction to replace the result of the creature's roll for one of your own rolls.

If the creature has advantage or disadvantage, you can only one result at once.

Any unused number is lost when you finish a long rest and roll new die.

Chaos Domain Miracles

Clerics that embody the chaos domain delve into random blessings and disruption for both allies and enemies alike. The following Miracles are available to them.

Chaos Aura

As an action, you can raise your holy symbol and create an aura of faint wild colors in a 30 feet radius centered on you that emits dim light. Creature of your choice that start their turn in the aura, or that enter the aura for the first time on their turns must succeed on a Charisma saving throw or receive a 1d4 as a penalty to all their attack rolls and skill checks until the beginning of your next turn.

This effect remains for 1 minute and requires concentration as if concentrating on a spell. You can end it early as a bonus action.

Entropic Aura

Starting 8th level, this miracle also affects saving throws.

Invisible Chaos

Starting 10th level, you can decide to make the aura invisible. Creatures with truesight, as well as those capable of seeing magic can still perceive the aura.

Disrupt Magic

If a creature you can see within 60 feet from you casts a spell and you're wielding your holy symbol, you can use your reaction to attempt to interrupt the spellcasting. The creature must make a spellcasting ability check against your miracle DC, wasting the spell slot used in a failure. On a success, the spell is casted as normal.

Wild Backlash

Starting 6th level, if the creature fail's it's ability check, it receives a number of d6s equal to the spell's level as force damage.

Chaotic Surge

Starting 10th level, you add your Wisdom modifier to the damage the creature receives from this miracle (cantrips countered in this way receive only your Wisdom modifier as force damage).

Random Blessing

You can use your action to touch your holy symbol and utter a quick prayer, blessing a number of creatures of your choice that you can see within 30 feet from you (including you if you want so) up to your Wisdom modifier (minimum 1). Selected creatures receive a random blessing from the following table. You must roll 1d8 to determine the blessing that all selected creatures receive.

d8 Blessing
1 Selected creatures gain a bonus to their AC equal to 1/5 your cleric level (rounded up). This bonus remains until the beginning of your next turn.
2 Creatures are healed by a number of hit points equal to half your cleric level (rounded up) + your Wisdom modifier (minimum 1).
3 Creatures blessed gain a damage reduction against all damage but psychic equal to half your cleric level (rounded up) for up to 1 minute.
4 Blessed creatures gain temporary hit points equal to a number of d4s equal to half your cleric level (rounded up). This blessing remains for 1 minute.
5 Creatures can immediately use their reactions to teleport to any unoccupied space they can see within 30 feet of them. If you are included in this blessing, you can teleport as part of this action.
6 Blessed creatures gain resistance to bludgeoning, piericng and slashing damage. this blessing remains for 1 minute.
7 Blessed creatures have their attack rolls deal a critical on a roll of 19-20. If they already have this benefit, then the benefit increases to 18-20. This blessing remains until the ending of your next turn.
8 Creatures add a bonus to all their attack damage rolls equal to half your cleric level (rounded up). this blessing remains until the ending of your next turn.
Controlled Chaos

Starting 8th level, you can roll the d8 twice and choose whichever result you want. If you roll the same number twice, you can rerrol one of them once.

Surge of Chaos

Starting 15th level, you can roll the d8 thrice. If you roll the same number on the 3 die, you can then choose any effect you want from the table.

Darkness Domain

Dark nights, deep caves, shadowed forests and hidden dungeons. Places far from attract dark creatures who predate on mortals and inspire nightmares. Those few daring clerics who embrace the darkness domain found themselves ever walking among shadows and under the dark moon. Experts on subtlety, these clerics use the dark magic granted by their deities to extend the dominion of shadow, executing their enemies and banishing those unwanted in the darkness.

Darkness Domain Spells

Cleric Level Spell
1 Animate Shadow*, Cause Fear
3 Darkness, Shadow Blade
5 Blink, Hunger of Hadar
7 Evard's Black Tentacles, Shadow Of Moil
9 Banish Light*, Mislead

Shadow Lore

When you choose this domain at 1st level, you gain proficiency in one of the following skills of your choice: Deception, Escapism, Intimidation or Stealth.

Finally, you learn the Draining Shadows* cantrip. It counts as a cleric cantrip to you but doesn't counts towards the total number of cantrips you know.

Touched by Darkness

Starting 2nd level, you gain darkvision with a range of 120 feet. You are also able to see through magical darkness created by your cleric features and spells.

Also, once on each of your turns, when you damage a creature inside your magical darkness with a cleric spell or attack roll, you can force it to make a Wisdom saving throw against your spell DC. On a failure, it becomes frightened of you until the beginning of your next turn.

Shadow Dweller

Starting 6th level, you can fuse with shadows and darkness around you. You can attempt to hide when only obscured by dim light, and creatures have disadvantage on attack rolls and Perception checks to spot you while you're in darkness.

Improved Shadow Sight

Starting 11th level, you gain the ability to see through magical darkness of any source.

Shadow Mantle

At 17th level, you gain the ability to meld with the shadows. As an action, you become an entity made of shadows.

While in this form, you gain resistance to all damage but force, psychic and radiant damage and attacks against you have disadvantage while you're in darkness.

This feature remains for up to 1 minute, until you fall unconscious or when you finish it as a bonus action. You can use this feature once, and recover the ability to do so when you finish a long rest.

Darkness Domain Miracles

Clerics of this cold domain are known for their subtle personalities and their dominion over shadow magic. The following Miracles are available to them.

Devouring Shadows

While wielding your holy symbol in hand, you can use your action to make it exude a dark smoke. Target a creature you can see within 60 feet from you. the creature must succeed on a Charisma saving throw or receive a number of d8s equal to half your cleric level (rounded up) as cold damage.

Insidious Darkness

Starting 8th level, creatures in magical darkness produced by you have disadvantage on their saving throws against this miracle.

Invoke Darkness

You can use your action while touching your holy symbol to make it exude a smoke that turns into magical darkness. This darkness extends over a 30 feet radius centered on you which can't be illuminated by spells with a level lower than half your cleric level (rounded up), up to 9th level. It remains for 1 full minute in the place where you first created it.

Once per turn, creatures inside the area that are damaged by your attack rolls with cleric spells of weapon attacks receive additional cold damage equal to half your cleric level (rounded up).

The effect can be ended early as a bonus action, and ends immediately when you die or fall unconcious.

Shadow Centerfold

Starting 6th level, you can decide to make the dark aura move with you when you first activate this miracle.

Grant Darkvision

You can raise your holy symbol as an action, blessing with shadows a number of creatures of your chocie that you can sense within 60 feet from you up to your Wisdom modifier (minimum 1). These creatures gain a darkvision with a range of 60 feet. If these creatures already have a darkvision, then their darkvision is increased by 30 feet up to 150 feet.

This blessing remains until you take a short or long rest.

Shadow Sight

Starting 6th level, creatures blessed by you can also see through magical darkness created by you.

Devil's Sight

Starting 12th level, blessed creatures can see through any source of magical darkness.

Death Domain

Death priests, necromancers and grim reapers. Clerics that follow the death domain are among some of the most dangerous and feared mortals. Many believe them to be deranged individuals, while other take them as blasphemous spellcasters that serve evil deities. Not all of them are "evil", but in a world were death and undeath have caused endless pain and suffering, they will always be seen with hate and fear. The following text replaces the DMG's subclass entry.

Death Domain Spells

Cleric Level Spell
1 Dead Parade*, Ray of Sickness
3 Blindness/Deafness, Ray of Enfeeblement
5 Animate Dead, Vampiric Touch
7 Blight, Bone Snap*
9 Antilife Shell, Heart Necrosis*

Necromancy Savant

When you choose this domain at 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Also, you learn how to read and write Stygian.

Corrupt Magic

Starting 2nd level, you can corrupt your spells with the negative energy granted to you by your deity.

When you cast a cleric spell of 1st or higher level that deals damage, you can change the damage type to necrotic damage.

You can use this feature a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

Inured to Death

Starting 6th level, you gain resistance to necrotic damage.

Also, you now add your Wisdom modifier to your death saving throws.

Inescapable Decay

Starting at 11th level, necrotic damage dealt by your cleric spells and features ignores resistance to necrotic damage. Creatures with immunity to necrotic damage instead receive half damage from your cleric features and spells. Incorporeal undead are immune to this feature.

Master Necromancer

Starting at 17th level, You gain immunity to necrotic damage.

Also, when you deal necrotic damage with a cleric feature or spell, you can forgo rolling damage and instead deal maximum damage. You can do so once, and recover the ability to do so when you finish a short or long rest.

Death Domain Miracles

Grim mortals indeed, many of those that follow the death domain are evil necromancers and life reapers. The following Miracles are available to them.

Command Undead

You can use your action to utter a command to a large or smaller undead you can see within 60 feet of you while showing it your holy symbol. The undead must succeed on a Wisdom saving throw or become friendly to you, obeying your commands as if under the effect of the Animate Undead* spell but without requiring concentration. This effect remains for up to 1 minute.

You can only control undead with an Intelligence score of 6 or lower.

Irresistible Command

Starting 6th level, you can control undead creatures with an increased intelligence. The following table indicates when you can control these undeads.

Cleric Level Intelligence Score
6 8 or lower
10 10 or lower
14 12 or lower
18 14 or lower
Eternal Command

Starting 10th level, this effect remains for up to 10 minutes.

Unending Servitude

Starting 18th level, undead creatures controlled in this way remain under your control until they die or when you use this miracle again.

Touch of Death

While you're wearing your visible holy symbol, you can channel energy to destroy another creature's life force. Once on each of your turns when you hit a creature with a melee weapon attack or melee spell attack with a cleric spell, you can spend one use of your miracles to deal extra necrotic damage to the target. The damage is a number of d8s equal to half your cleric level (rounded up) as necrotic damage.

Grim Touch

Starting 10th level, you now can use this miracle when you damage a creature with a ranged weapon or cleric spell attack if it's within 30 feet from you.

Curse of Undeath

You can curse a medium or small humanoid creature you can see and that can see you within 30 feet of you as your action showing it your holy symbol and speaking a dark prayer to your deity.o curse a humanoid you can see within 30 feet of you. This curse lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).

At the beginning of each of it's turns, the cursed creature makes a Constitution saving throw. On a failed save, it takes necrotic damage equal to half your cleric level (rounded up) + your Wisdom modifier (minimum 1). On a successful save, the curse ends.

If the creature dies while it is under the effect of the curse, it rises at the start of your next turn as a zombie that is under your command for 1 hour, during which it follows your verbal orders to the best of its ability as if under the Animate Undead* spell without requiring concentration on your part. After the duration, the creature stops obeying any command you have given it.

Hungering Death

Starting 12th level, you can decide to raise the creature as ghoul instead of as a zombie when it dies under the influence of this curse.

Forge Domain

Masters of the forge and expert combatants, clerics of the forge domain are different to most others. While most clerics expend their days in temples, these clerics are found in workshops assisting the creation of common items, armors and weapons. Having a deep understanding of industry, mechanization and civilization, these clerics support their allies and communities with this knowledge. The following text replaces the XGtE's subclass entry.

Forge Domain Spells

Cleric Level Spell
1 Conjure Tools*, Identify
3 Heat Metal, Rusting Touch*
5 Elemental Weapon, Protection from Energy
7 Fabricate, Wall of Fire
9 Animate Objects, Creation

Forge Adept

When you choose this domain at 1st level, you gain proficiency with smith's tools.

You also learn either the Iron Grasp* or the Mending cantrip. It counts as a cleric cantrip for you but doesn't counts towards the total number of cantrips you know.

Metallic Blessing

At 2nd level, you gain the ability to imbue magic into your armor. Any armor made of metal you wear has it's damage reduction increased by +1. If you're an Evangelist, your unarmored defense also benefits from this feature.

Also, bludgeoning, piercing and slashing damage you deal with cleric spells or weapons count as magical for purposes of overcoming resistance and immunity to non-magical damage.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you resistance to fire damage.

Also, you gain expertise with smith's tools.

Heart of the Forge

Starting 11th level, fire damage you inflict with your cleric features and cleric spells ignore resistance to fire damage. Creatures with immunity to fire damage instead receive half damage from your cleric features and spells. Elementals are immune to this feature.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful. You gain immunity to fire damage.

Also, the damage reduction you gain from your Metallic Blessing feature increases to +2.

Forge Domain Miracles

Clerics of the forge are proficient crafters that specialize in metal working and item enchantments. The following Miracles are available to them.

Artisan's Blessing

While wearing your visible holy symbol, you can conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a firearm, a suit of armor, twenty pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than a number of gp equal to half your cleric level (rounded up). As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Quickened Creation

Starting 6th level, you decrease the time need for this miracle, and can also use it to accelerate the crafting of non-magical items. Use the following table to indicate how long does it take for you to finish the work.

Cleric Level Needed Time
6 75%
12 50%
18 25%
Magical crafting

Starting 8th level, you can create magical items quickier, halving the time needed for you to create them (ignoring the Quickened Creation miracle improvement). Use the following table to know which items you can create in this way.

Cleric Level Magical Item Rarity
8 Common and Uncommon
14 Rare
20 Very Rare

Crafter's Boon

You can spend 1 minute touching a creature (or you, if you want so) with both your hand and your holy symbol to grant it the gift of the forge. The creature adds half your cleric level (rounded up) as a bonus to the next artisan tool's check it makes to create an item before the ending of it's next short or long rest.

Divine Inspiration

Starting 8th level, the touched creature gains advantage on the artisan's tools check that uses this Miracle's bonus.

Enchant Metal

As an action, you can touch a piece of non-magical equipment with your holy symbol: either a simple or martial weapon, a firearm, a suit of armor, twenty pieces of ammunition or a set of tools. The chosen item becomes magical and gains a +1 to both attack and damage rolls if it's a weapon, a +1 to AC if it's an armor or a shield, or a +1 if it's a set of artisan tools.

Improved Enchantment

Starting 10th level, the bonus you grant to the enchanted items increases, and grants weapons an extra property. Use the following table to determine this extra bonus.

Cleric Level Bonus
10 +2, Silvered and Cold-Ironed
20 +3, Adamantine

Grave Domain

Where priests of the death domain enforce the raising of undead and the reaping of life, those who practice the noble grave domain enforce the balance of mortality, searching to put and end to undeath while also seeing as blasphemous those who search ways to prolongate their life spans by unnatural ways and protecting the lives of those who are about to suffer a premature death. Armed with a set of tools that bring down the dead and preserve the living, these clerics are seen as more benevolent variants of their death cousins. The following text replaces the XGtE's subclass entry.

Grave Domain Spells

Cleric Level Spell
1 False Life, Sanctuary
3 Gentle Repose, Ray of Divinity*
5 Aura of Vitality, Feign Death
7 Black Hand*, Phantasmal Killer
9 Death's Veil*, Raise Dead

Benevolent Reaper

When you choose this domain at 1st level, you learn the Reaper's Scythe* and the Spare the Dying cantrips, which doesn't count against the number of cleric cantrips you know. For you, the Spare the Dying cantrip has a range of 30 feet, and a casting time of a bonus action.

Also, you gain the ability to manipulate the line between life and death. You forgo rolling for healing with cleric spell or features and instead restore the maximum possible amount of hit points to creatures with 0 hit points.

Eyes of the Grave

At 2nd level, you gain the ability to occasionally sense the presence of the undead as well as of those that are close to death. As an action, you can open your awareness to magically detect undead and any creature with blood that is below it's hit points maximum.

Until the end of your next turn, you know the location of any of these creatures within 60 feet of you that isn't behind total cover and that isn't protected from divination magic.

This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to half your cleric level (rounded up). You regain all expended uses when you finish a short or long rest.

Resurrectionist

Starting 6th level, your mission to separate the dead from the living allows you to bring back to life others easily. You have advantage on all resurrection checks you make.

Also, the component cost of cleric necromancy spells is halved for you.

Sentinel at Death's Door

At 11th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers damage, you can halve the damage it receives. Instead, when such a creature receives a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to half your cleric level (rounded up). You regain all expended uses when you finish a long rest.

Keeper of Souls

At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. Once per round, when an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the amount of Hit Dice your enemy had.

You can use this feature only if you aren't incapacitated.

Grave Domain Miracles

These clerics use their divine abilities to protect life and smite the blasphemous undeath. The following Miracles are available to them.

Exchange Life and Death

You can use this miracle when you cast a cleric spell or use a miracle that inflicts radiant or necrotic damage, or that restores hit points. You can exchange the type of damage of a cleric spell or feature that deals radiant or necrotic damage for the other one.

Instead, you can make healing spells and miracles damage undead creatures. They require a Constitution save, dealing radiant damage equal to the healing roll on a failure or only half damage on a success.

Potent Spell

Starting 8th level, when you use this miracle, you can roll twice for damage or healing and use the result of your choice.

Path to the Grave

You can use your action to point towards a creature within 10 feet of you that you can see using your holy symbol. Doing so, marks the creature for termination. The next amount of damage it receives before the ending of your next turn is doubled.

Far Death

Starting 6th level, the range of this feature is increases. Use the following table to know at which levels it's range is increased.

Cleric Level Range
6 30 feet
12 60 feet
18 120 feet
Mass Termination

Starting 10th level, you can target multiple creatures using this miracle. Use the following table to know how many creatures you can affect at once.

Cleric Level Number of Creatures
10 2
18 3

Preserve Own Life

When you are reduced to 0 hit points but not outright killed, you can avoid falling unconscious. If you're holding your Holy Symbol in hand, you can use your reaction to instead fall to 1 hit point and immediately recover a number of d6s equal to half your cleric level (rounded up) as hit points.

You can use this Miracle only once, and recover the ability to do so when you finish a long rest.

Further Preservation

Starting 8th level, whenever you use this miracle, you also trigger your Harness Divine Power feature. This miracle doesn't consume an use of your Harness Divine Power feature.

Knowledge Domain

While most clergy dedicates to the keeping and, sometimes, spreading of knowledge, those clerics that adopt the knowledge domain excel at those tasks. They go to further extents by not only learning what their temples already know, but by exploring the world in search for new and forgotten pieces of lore. They delve in common, occult, secretive and forbidden lore, and while not all spread every single piece of knowledge they learn, they end sharing some of it sooner or later. The following text replaces the PHB's subclass entry.

Knowledge Domain Spells

Cleric Level Spell
1 Comprehend Languages, Identify
3 Augury, Transcribe Memory*
5 Speak with Dead, Tongues
7 Arcane Eye, Confusion
9 Legend Lore, Scrying

Blessings of Knowledge

When you choose this domain at 1st level, you learn any two languages of your choice.

Also, you learn either the Message or Whisper* cantrip (your choice). It doesn't count towards the total number of cantrips you know.

Lore Keeper

Starting 2nd level, you become proficient in your choice of two of the following skills: Arcana, Astronomy, History, Investigation, Logic, Nature, Occultism or Science.

You add half your cleric level (rounded up) to any Intelligence skill check you make.

Study Your Enemy

Starting 6th level, you can use your action to study and analyze a creature you can see within 60 feet of you. You learn one fact from the creature that your DM must tell you. Chose from the following list:

Fact
Class levels (if any)
Total Hit Dice and Hit Dice Size
Total and current Hit Points
One Condition Immunity
One Damage Immunity
One Damage Resistance
One Damage Vulnerability
Fact
AC
Alignment
Charisma Score
Constitution Score
Dexterity Score
Intelligence Score
Strength Score
Wisdom Score

If the creature has no known fact for the DM to reveal (like a creature having no vulnerabilities) it still counts as an use, as you learn that it, effectively, has no damage vulnerabilities.

You can use this feature a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

Extended Analysis

Starting 11th level, when you use your Study your Enemy feature you now learn two facts per use.

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. If you spend at least 1 minute in meditation and prayer, you receive a dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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

  • Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
  • Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Knowledge Domain Miracles

While other domains focus on tangible effects, clerics from this domain influence knowledge and how to acquire it. The following Miracles are available to them.

Analyze Weak Points

You can use a bonus action to study a creature you can see within 60 feet from you, learning how to strike true against it in the most effective way. Pointing your holy symbol against it, you gain advantage on all attack rolls you make against it before the beginning of your next turn.

Shared Conclusions

Starting 8th level, an additional creature of your choice within 30 feet of you that can see and hear you also benefit from this miracle against the same target until the beginning of your next turn. You can grant this miracle to one additional creature at 16th level.

Knowledge of the Ages

You can utter a quick prayer as an action holding your holy symbol to tap into a divine well of knowledge.

Choose one skill or tool. For 30 minutes, you have proficiency with the chosen skill or tool.

You can instead choose a language and become able to speak, write and read it for 30 minutes.

You can only have a single use of this Miracle active at once, and using it again makes the first one to cease.

Lasting Knowledge

Starting 6th level, this miracle increases it's duration as you gain levels in the cleric class. Use the following table to determine it's duration.

Cleric Level Duration
6 1 hour
10 2 hours
14 Until the next long rest
18 Until the next full rest
Share the Wisdom

Starting 10th level, you can use this Miracle into any willing creature that you touch with both your hand and your holy symbol. You can now have this miracle active on you and only one other creatures at the same time.

Read Thoughts

You can use your action to touch your holy symbol and point towards the head of a creature with an intelligence score of at least 4 to read it's mind.

Choose a creature you can see within 60 feet from you. The creature must succeed on a Wisdom saving throw or allow you to read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you.

This effect lasts for up to 1 minute as long as you maintain concentration on it as if concentrating on a spell. You can end this effect early as a bonus action.

A creature that succeeds at this saving throw becomes immune to this Miracle for the next 24 hours.

Mind Control

Starting 6th level, you can then use your access to the creature's mind to command it. While the creature remains controlled in this way, you can use your action to end this effect and produce the effects of the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Extended Duration

Starting 8th level, the duration of this effect increases. Use the following table to determine it's duration.

Cleric Level Duration
8 2 minutes
18 5 minutes
Subtle Control

Starting 10th level, you no longer need to point towards the creature.

Life Domain

All mortals have one thing in common: they are alive, and they can eventually die, despite of what methods they seek to avoid such destiny. Those clerics that uphold the life domain are among the most popular and beloved clergy among all nations, as they are beacons of hope, wielders of potent healing magic and symbols of hope. They gain access to potent magic that can even bring back the dead, making them true living legends. The following text replaces the PHB's subclass entry.

Life Domain Spells

Cleric Level Spell
1 Bless, Touch of Regeneration*
3 Lesser Restoration, Saving Grace*
5 Beacon of Hope, Revivify
7 Death Ward, Guardian of Faith
9 Mass Cure Wounds, Heavenly Mists*

Medicine Man

When you choose this domain at 1st level, you gain proficiency in the medicine skill.

You also gain proficiency with either herbalist's supplies or surgeon's supplies (your choice).

Disciple of Life

Starting at 2nd level, your healing spells are more effective. Whenever you use a cleric spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Blessed Health

Starting 6th level, the life that you grant to others suffuses your body and makes you more resilient. You become immune to non-magical diseases, and gain resistance to poison damage.

Also, you gain advantage on saving throws against poisons.

Beacon of Hope

Beginning at 11th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

You can decide to instead heal another creature within 30 feet from you for the amount that you would have received.

Divine Health

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell or cleric feature, you instead use the highest number possible for each die. For example, instead of restoring 2d4 hit points to a creature, you restore 8.

Finally, you become immune to magical diseases and to the poisoned condition.

Life Domain Miracles

Preservers of life and experts at healing both injuries and diseases, these Clerics are some of the most beloved across the world. The following Miracles are available to them.

Healing Surge

As an action, you can raise your holy symbol and evoke healing energy that can restore hit points for a total of d10s equal to your cleric level. Choose any amount of living creatures within 30 feet of you (including you if you want so), and divide those hit points among them.

Efficient Healing

Starting 6th level, you can rerroll any 1s and 2s you obtain when using this miracle. You must use the new roll, regardless of the result.

Life For life

When a creature you can see within 30 feet from you dies as result of failing all it's death saving throws, you can use your reaction to bring it back to life. You present your holy symbol to spend a number of your own hit die up to it's class level or CR (whichever is higher). You then receive a number of d8s as necrotic damage equal to the the number of hit dice you spent. This damage cannot be reduced by any means.

If you are reduced to 0 hit points as result of this damage, you immediately die. This outcome cannot be overcome by any means short of a Wish spell.

The creature is then brought back to life with 0 hit points but stabilized.

Once you've used this Miracle, you cannot use it again until 1 week (10 days) have passed.

Potent Resurrection

Starting 8th level, when you use this feature to bring a creature back to life, the creature is brought back to life with a number of hit points equal to half the damage you received.

Master of Resurrection

Starting 15th level, if you are reduced to 0 hit points as result of this damage but not outright killed by massive damage, you fall unconscious but stabilized.

Potent Healing

When you cast a cleric spell that restores hit points, you can present your holy symbol as part of the same action to potence it's healing energy. This Miracles increases the size of the healing die one size, for example, from d6s to d8s. This miracle has no effect over d12s.

Creatures healed by this spell can immediately repeat their saving throws against any poison or disease affecting them.

Lingering Remedy

Starting 6th level, when you use this miracle, creatures that regained hit points with it also gain a number of temporary hit points equal to the number of die rolled + your Wisdom modifier.

Light Domain

Most clerics are able to magically produce light, but few of them actually specialize in such divine energy. These clerics are commonly associated to both the sun and the day, and they embody these sources of power with pride and wisdom. They can blind creatures with their divine light, as well as smite their enemies with the extreme heat that their faith and devotion can produce. The following text replaces the PHB's subclass entry.

Light Domain Spells

Cleric Level Spell
1 Burning Hands, Faerie Fire
3 Flaming Sphere, Scorching Ray
5 Daylight, Fireball
7 Guardian of Faith, Wall of Fire
9 Banish Darkness*, Flame Strike

Light Disciple

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Also, you gain advantage on saving throws against being blinded.

Warding Flare

Starting 2nd level, you can disrupt attackers producing a divine blinding light. When you or a creature you can see within 30 feet of you is attacked by a creature you can see within that range, you can use your reaction to impose disadvantage on all it's attack rolls until the beginning of your next turn, as you cause a light to flare before the attacker before it hits or misses.

An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your half your cleric level (rounded up), and regain all expended uses when you finish a short or long rest.

Born in the Light

Starting at 6th level, the divine light protects you against it's harming properties. You gain resistance to both fire and radiant damage.

Sun's Blessing

Starting 11th level, fire and radiant damage you inflict with your cleric features and cleric spells ignore resistance to both fire and radiant damage. Creatures with immunity to these types of damage instead receive half damage from your cleric features and spells. Celestials and elementals are immune to this feature.

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Light Domain Miracles

Few clerics are as revered as well as feared as those of the light domain, that wield radiance and fire as their specialization. The following Miracles are available to them.

Shining Dawn

You can raise your holy symbol as an action to make it shine in a radiant and warm light that banishes darkness and deals radiant damage to your foes. When you do so, magical darkness within 30 feet of you is dispelled, counting the potency of this effect as if it were a spell with a level up to half your cleric level (rounded up) up to 9th level. Each creature of your choice in the area must make a Dexterity saving throw. Creatures that fail their saves receive a number of d6s up to half your cleric level (rounded up) as radiant damage on a failed save, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Blinding Light

Starting 8th level, creatures that failed their saves against this Miracle are also blinded until the beginning of your next turn.

Solar Wrath

Once per turn when you hit a target with a cleric attack spell that deals fire damage, or when you land a hit with a weapon attack, you can present your holy symbol as part of the same action and ignite the target.

The creaturr receives additional fire damage equal to your cleric level + your Wisdom modifier (minimum 1), and then it must succeed on a Charisma saving throw or become ignited for 1 minute. While ignited in this way, the creature receives your cleric level + your Wisdom modifier (minimum 1) as fire damage at the beginning of each of it's turns. The creature can repeat it's saving throw at the ending of each of it's turns, ending the effect on a success.

Warm Torch

Starting 8th level, creatures of your choice without fire resistance within 10 feet of the target also take fire damage equal to your Wisdom modifier (minimum 1). This aura increases to 15 feet at 16th cleric level.

Warding Light

You can use your action to raise your holy symbol and create a protecting shield of light around a creature to protect it. Chose any medium or smaller sized creature that you can see within 30 feet from you. You create a bubble around it that sheds bright light in a 15 feet radius and dim light in 15 additional feet. This bubble make attacks against the shielded creature to have disadvantage.

This effect remains for up to 1 minute, and requires concentration as if you were concentrating on a spell. You can end this miracle earlier as a bonus action.

Bright Shield

Starting 6th level, the creature also gains a number of temporary hit points equal to half your cleric level (rounded up) at the beginning of each of it's turns while the effect remains active. These temporary hit points fade immediately when the miracle ends.

Gargantuan Shield

Starting 12th level, you can now protect creatures of large or smaller size. Also, the radius of the light it emits increases to 30 feet both bright and dim light.

Love Domain

Even stronger than hope itself, love is a primal feeling for mortals. Be it love for their family, their country, their friends, their significant others or even life itself, those who feel the calling of the love domain are rare and highly demanded. They are known to organize bonding ceremonies and rituals of marriage, but they are also able to end all kind of afflictions for both the body and the mind, as well as soothing the hearts of hostile ones with the warmth of their souls.

Love Domain Spells

Cleric Level Spell
1 Ceremony, Charm Person
3 Lesser Restoration, Warding Bond
5 Fast Friends, Tongues
7 Charm Monster, Compulsion
9 Greater Restoration, Telepathic Bond

Amatory Arts

When you choose this domain at 1st level, you gain proficiency in either the Allure, Endurance, Etiquette or Persuasion skill (your choice).

Also, you learn the friends cantrip. It counts as a cleric cantrip for you, but it doesn't count towards the total number of cantrips you know. When you cast it, you can forgo the material component of the cantrip.

Magnetic Influence

Starting 2nd level, you can use the devotion and attraction of others to even hurt their weak mind. Once on each of your turns, you can use a bonus action to inflict psychic damage against all (or some specific) creatures charmed by you that can see you within 60 feet of you, equal to half your cleric level (rounded up). If you already inflicted this damage and charm another creature before the beginning of your next turn, you can decide to also inflict this damage to it.

This damage doesn't count towards effects of ending charm effects or allowing creatures to repeat their saving throws against the charmed condition.

Creatures that are reduced to 0 hit points by psychic damage by you become stabilized instead of dying (even by massive psychic damage).

Bless of True Love

Strating 6th level, you gain resistance to psychic damage, as well as advantage on saving throws against the charmed and possessed conditions.

Irresistible Attraction

Starting 11th level, creatures charmed by you have disadvantage on their attack rolls while you remain on their line of sight within 60 feet from them.

Avatar of Love

At 17th level, creatures charmed by you now must succeed on a Wisdom saving throw against your spell DC to try to move out of your line of sight.

Also, you become immune to the charmed condition.

Love Domain Miracles

Expert lovers and charming speakers, clerics of the Love domain use their words and magnetic attraction to their advantage. The following Miracles are available to them.

Enthralling Aura

You can use your action to kiss and raise your holy symbol to produce an invisible aura of charming influence around you. Said aura has a 30 feet radius and is centered on you. Creatures of your choice that begin their turn inside the aura or that enter the aura for the first time on their turns must succeed on a Wisdom saving throw or become charmed by you.

When the effect ends, creatures instinctively know that you tried to influence them with magic.

This effect remains for up to 1 minute, and requires concentration as if you were concentrating on a spell. You can end this miracle earlier as a bonus action.

Sincere Feeling

Starting 6th level, creatures affected by this Miracle with a Wisdom score lower than your Miracle DC now have no idea that you tried to influence their minds.

Love for All

Starting 12th level, you can now affect a number of creatures with this feature up to half your Cleric level (rounded up) or your Wisdom modifier, whichever is higher.

Charming Influence

When you use your action to cast a cleric spell of the enchantment school, you can present your holy symbol as part of the same action to make the target vulnerable to your charms. A number of creatures of your choice up to your Wisdom modifier (minimum 1) affected by the spell gain disadvantage on it's saving throw against it.

Irresistible Feeling

Starting 10th level, you can affect one additional target with the same spell. Also, creatures now have no idea that you tried to or successfully influenced their minds.

Mercy

When a creature you can see within 120 feet from you is attacked by a creature that can see you within said range, you can use your reaction to show your holy symbol to the attacker. If the creature can see you, it must succeed on a Wisdom saving throw or become overwhelmed by an intense sense of mercy, loosing it's action and becoming unable to harm others until the beginning of it's next turn.

Creatures immune to be charmed are unaffected by this miracle.

Overwhelming Repentance

Starting 8th level, creatures affected by this miracle become stunned instead until the beginning of their next turn.

This improvement makes creatures immune to the charmed condition susceptible to this Miracle if they aren't immune to being stunned.

Luck Domain

Most think of luck as an uncontrollable force, a wild energy that favors some over others. While this is partly true, one can decide to devote itself to lady luck and the gods that uphold this domain. Clerics that embody the luck domain are sometimes seen as tricksters or even fools, but people sometimes forget that lady luck favors the bold, trading all for nothing and improvising their lives as opportunity arises.

Luck Domain Spells

Cleric Level Spell
1 Bane, Bless
3 Augury, Fortune's Favor
5 Bestow Curse, Remove Curse
7 Locate Creature, Squelaiche's Rainbow Blast*
9 Mislead, Reincarnation

Gambler's Luck

When you choose this domain at 1st level, you get proficiency with one gaming set of your choice. You also apply half your proficiency bonus to gaming sets you're not proficient with.

Also, you learn the guidance cantrip, but it doesn't count towards the total number of cantrips you know.

Fool's Luck

Starting 2nd level, you seem to be always prepared for trouble. You have advantage on initiative checks.

Also, when a willing creature within 60 feet from you makes an initiative check, you can make it rerroll it's initiative (no action required from you), and it must use it's second roll.

You can affect a number of creatures up to your Wisdom modifier (minimum 1) with this feature at once, and you can use it only once between long rests.

Starting 11th level, you can use this feature once between short or long rests.

Sense Ill Fortune

At 6th level, your ability to alter chance also grants you the blessing to sense ill fortune around you. You gain advantage on saving throws against traps and cannot be surprised.

Also, you now can target unwilling creature's with your Fool's Luck feature. Unwilling creatures must succeed on a Charisma saving throw or rerroll their inititative check, using the second result.

Lucky Dodge

By 11th level, you are lucky enough to always dodge and dive out of the way of certain area effects.

Now, 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.

Lady Luck's Favor

Starting 17th level, the size of the die your guidance cantrip grants increases to 1d6.

Also, you now can use your reaction to rerroll any failed skill check, attack roll or saving throw. You must use the new roll, regardless of the result.

Luck Domain Miracles

Clerics of the luck domain rely on their own fortune and can alter the outcome of random events around them with ease. The following Miracles are available to them.

Chance Maker

You can mumble a quick prayer while touching your holy symbol to alter the outcome of events around you, be it for ill or good luck. When a creature within 60 feet of you that you can see makes an attack roll, skill check or saving throw, you can use your reaction to raise your holy symbol, granting that creature a -10 or +10 on such roll (your choice).

Strike of Luck

Starting 15th level, you can improve your your chance making. When you use this miracle, you can make the result of the roll a 1 or a 20 (your choice). You can only use this option once and recover the ability to do so when you finish a short or long rest.

Gambler's Luck

You can alter the outcome of any gambling game around you. You can touch a creature (possibly you) while holding your holy symbol in hand, giving it a blessing that improves their chances of wining.

For the next hour, the creature adds your Wisdom modifier (minimum 1) as a bonus to any check it makes using a gaming set.

Hidden Hand

Starting 8th level, this effect is undetectable by effects and spells that detect magic, unless they are of a level higher than half your cleric level (up to 9th level), short of a Wish spell.

Wager Priest

Starting 12th level, this miracle now adds a bonus to gaming set checks made by the blessed creature equal to either half your Cleric level (rounded up) or your Wisdom modifier, whichever is higher.

Luck's Blessing

As an action, you can grant others a seemingly unending luck (be it good or ill fortune). Rising your holy symbol and pointing with it towards a creature you can touch (including possibly you) to make all it's attack rolls and skill checks until the beginning of your next turn to have advantage or disadvantage (your choice).

Ranged Blessing

Starting 6th level, you can use this feature on any creature you can see within 30 feet from you.

Plentiful Luck

Starting 12th level, you can affect two creatures instead of one with this Miracle at once.

Madness Domain

The mind of the mortals is fragile: their sanity and resilience is so weak that even the minds of the more strong willed and resilient of mortals is obliterated at the sight of the lesser horrors of the cosmos. Those clerics that uphold this domain know it, and they embrace madness as the inevitable fate for all. They are known for preaching ominous truths and instilling fear on others' minds, but their true goal is to learn the darkest truths of the cosmos and share them with others.

Madness Domain Spells

Cleric Level Spell
1 Dissonant Whispers, Tasha's Hideous Laughter
3 Crown of Madness, Phantasmal Force
5 Fear, Hunger of Hadar
7 Compulsion, Phantasmal Killer
9 Mislead, Modify Memory

Deranged Prophet

When you choose this domain at 1st level, you gain proficiency in one of the following skills of your choice: Arcana, Deception, History, Intimidation, Investigation, Occultism, Persuasion or Politics.

Also, you learn either the Mind Sliver or Vicious Mockery cantrip (your choice). It counts as a cleric cantrip for you but doesn't count towards the total number of cantrips you know.

Preachings of Madness

At 2nd level, the insanity of your preachings can drive others mad. When you are damaged by a creature within 60 feet from you that you can see, you can use your reaction to reprehend it, making it roll an intelligence saving throw against your spell DC. On a failure, it takes half your cleric level (rounded up) + your Wisdom modifier (minimum 1) as psychic damage and becomes frightened of you until the end of your next turn. Creatures frightened in this way cannot target you with attack rolls. Aberrations and creatures with an Intelligence score lower than 4 are immune to this feature.

You can use this feature a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

In The Mouth of Madness

Starting 6th level, your lectures and studies have begin to erode your sanity. You gain resistance to psychic damage. Also, you gain advantage on saving throws against being frightened or charmed.

Alienated Mind

Starting 11th level, you no longer understand the difference between the concept of mad and sane. You are now proficient with Intelligence saving throws.

Inured to Madness

At 17th level, you are now completely insane, yet, you prefer the "enlightened" term. You gain immunity to psychic damage, as well to the charmed and frightened conditions.

Also, you cannot be afflicted by derangements, except bu those inherent to your nature (like a Yirath's Deranged Mind).

Madness Domain Miracles

Deranged agents of eldritch agendas, these clerics are feared and admired by their dedication to something as dreadful as madness. The following Miracles are available to them.

Eldritch Visions

Raising your holy symbol as an action, you can attempt to frighten a number of creatures of your choice (up to your Wisdom modifier) that you can see within 30 feet of you. These creatures must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat it's saving throw at the end of each of it's turns, ending the effect on a success.

Psychic Assault

Starting 6th level, creatures that failed their initial saving throw take psychic damage equal to half your cleric level (rounded up) as d4s. Creatures that succeed on their saving throws take only half damage.

Induced Rage

You can point your holy symbol towards a creature you can see within 60 feet of you. If the creature can also see you, it must make a Wisdom saving throw. On a failure, the creature must use it's action to move directly towards the nearest creature and use the Attack action against that creature. If there are mutltiple creatures within range, you decide which one it attacks.

The affected creature can repeat it's saving throw at the ending of each of it's turns, ending the effect on a success. It conserves the ability to take reactions and use it's bonus action as it pleases.

This effect remains for up to 1 minute while you maintain concentration 8as if concentrating on a spell). You can end it earlier as a bonus action.

Improved Rage

Starting 6th level, the affected creature now add half your cleric level (rounded up) as a bonus to all it's melee weapon or unarmed attacks while affected by this miracle.

Bloodlust

Starting 10th level, you can use your reaction to make the raging creature to expend its reaction and make an opportunity attack when a creature either enters or leaves it's range.

Madenning Truth

You can use your action to loudly speak a maddening truth while pointing a creature you can see within 60 feet from you with your holy symbol.

If it can both see and hear you, it must succeed on a Wisdom saving throw or receive your cleric level + your Wisdom modifier as psychic damage, and gain a mild derangement of your choice. You can chose to avoid damaging the creature in this way. A creature that succeeds at its saving throw is immune to this miracle for 24 hours.

This derangement persists for a number of days up to your Cleric level, and you can end it earlier as a bonus action.

It can be healed by a greater restoration or remove curse spell casted as with a spell slot of a level equal to half your cleric level (rounded up) or higher, or by a wish spell. It also ends early if you die.

Mass Hysteria

Starting 10th level, you can affect additional targets whit this miracle at once. Use the following table to know how many creatures you can affect with this Miracle.

Cleric Level Number of Creatures
10 2
18 3
Greater Derangement

Starting 12th level, you can grant a Severe Derangement of your choice to a creature that fails it's saving throw.

Nature Domain

Not all protectors of nature are druids or rangers. Many deities also have nature among their portfolios, and many people usually forget that druids were granted their divine powers by the very god of nature itself, Fraedus, the main patron of nature domain clerics. These clerics are sometimes confused by druids when they're not using metal weapons or armors, as their powers and dominion over nature and life it's sometimes only shadowed by those primal spellcasters. Alas, druids are, by far, much more common than nature clerics. The following text replaces the PHB's subclass entry.

Nature Domain Spells

Cleric Level Spell
1 Animal Spy*, Entangle
3 Locate Animals or Plants, Spike Growth
5 Conjure Animals, Plant Growth
7 Grasping Vine, Guardian of Nature
9 Insect Plague, Tree Stride

Acolyte of Nature

At 1st level, you learn the druidcraft cantrip and one other cantrip of your choice from the druid spell list. These cantrips count as a cleric cantrips for you, but they don't count towards the total number of cantrips you know.

You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, Medicine or Survival.

Druidic Bloom

Starting 2nd level, you learn how to read, write and speak the secretive language of nature protectors: Druidic.

Also, you can now summon blooming pods to help you and our allies or hurt others. You can use your action to produce any of the following effects within 60 feet from you on any space you can see.

  • Healing Bud. You can summon a magical pod that immediately blooms, healing all living creatures of your choice within 10 feet of it for a number of hit points equal to 1d4 + half your cleric level (rounded up).
  • Grasping Tendrils. You create an area with a 15 feet radius that makes magical vines and tendrils to grow. The area becomes magical difficult terrain. Creatures of your choice that start their turn in the area or enter it for the first time on their turn must succeed on a strength saving throw against your spell DC or become grappled by the tendrils. A creature can attack the tendrils, breaking them and breaking free a grappled creature after dealing a number of hit points to the tendrils equal to your cleric level as either fire or slashing damage. The area remains for a number of rounds equal to your Wisdom modifier (minimum 1), releasing any grappled creature when they disappear at the beginning of your turn.
  • Toxic Spores. You conjure a magical mushroom that quickly grows and explodes releasing a 15 feet radius area full of spores. Creatures of your choice within the area must make a constitution saving throw, taking poison damage equal to your Wisdom modifier (minimum 1) and becoming poisoned until the beginning of their next turn on a failure, or taking no effects from this on a success. The area remains for 1 minute, and affects creatures of your choice that start their turn inside the area or enter the area for the first time on their turn.

You can use this feature a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

Dampen Elements

Starting at 6th level, you can decrease the negative effects of the forces of nature and elements over you and your allies.

When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to emit a fleeting aura that grants all creatures of your choice within the area resistance against that damage until the beginning of your next turn.

You can use this feature a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

Natural Toxins

Starting 11th level, poison damage you inflict with your cleric features and cleric spells ignore resistance to poison damage. Creatures with immunity to poison damage instead receive half damage from your cleric features and spells. Undead and constructs are immune to this feature.

Master of Nature

At 17th level, you gain the ability to channel nature through your miracles. Choose a spell of 6th, 7th, 8th and 9th level from the druid spell list. These spells count as cleric spells for you and are always prepared.

You can replace one of these spells for other from the druid spell list during a long rest.

Nature Domain Miracles

Sometimes confused or taken by druids, clerics of the nature domain use their miracles to both aid and command the wilds. The following Miracles are available to them.

Charm Wildlife

You can use your action to speak a prayer while you hold your holy symbol, allowing you to influence animals and plants.

For the next 10 minutes, all beast and plant creatures that can see you within 60 feet of you must make a Wisdom saving throw, becoming charmed by you for the duration of this miracle or until it takes damage or is forced to make a saving throw. While it is charmed by you, it is friendly to you and other creatures you designate.

Charm Monstrous Wildlife

Starting 8th level, you can also target beast-like monstrosities with this miracle, such as carrion crawlers or worgs.

Gifts of Nature

You can use your action to raise your holy symbol, blessing a number of creatures up to your Wisdom modifier (minimum 1, possibly including you) within 30 feet thatyou can see. These creatures gain one of the following blessings:

  • They gain a swimming speed equal to its walking speed and can hold it's breath for up to 10 minutes at a time.
  • They increase their walking speed by 10 feet and ignore non-magical difficult terrain.
  • They gain resistance to poison damage and immunity to diseases. If the creature is already sick with a disease, the effects of such disease is suspended for the duration of the blessing.
  • They gain a climbing speed equal to their walking speed, and reduce by half any fall damage they take.

These blessings remain for a number of hours up to half your cleric level (rounded up), or until the creature completes a long rest (whichever happens first).

Selective Blessing

Starting 8th level, you can grant different creatures blessed by this miracle different effects of your choice.

Plentiful Gifts

Starting 12th level, each blessed creature can receive two different blessings from this Miracle.

Wild Speaker

You can present your holy symbol as an action, granting you the ability to comprehend and verbally communicate with beasts and plants for 1 hour. The knowledge and awareness of these living organisms is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters or things they have seen around them, while plants usually speak only of whatever they can perceive or have perceived around them.

This feature doesn't make creatures immediately friendly to you, but you can try to convince them to cooperate with you, at your DM's discretion.

Lasting Communication

Starting 6th level, this miracle increases it's duration as you gain levels in the cleric class. Use the following table to determine it's duration.

Cleric Level Duration
6 2 hours
16 Until the next long rest
Grant Blessing

Starting 10th level, you can grant this miracle to a willing creature you can touch as an action.

Order Domain

Civilization needs orders, law and control, but not only concepts, but those with the will and the calling to apply them. Clerics of the order domain are among such individuals, joining the noble ranks of those who are destined to serve not only as members of the clergy, but also as judges, lawyers, executioners and sometimes even governors. These clerics cab take care of their obligations with swift order, while inducing both respect and control over others.

Order Domain Spells

Cleric Level Spell
1 Command, Heroism
3 Hold Person, Zone of Truth
5 Mass Healing Word, Voice of Heavens*
7 Compulsion, Locate Creature
9 Commune, Dominate Person

Voice of Authority

When you choose this domain at 1st level, you gain either the Crescendo* or Thaumaturgy cantrip. It counts as a cleric cantrip for you but doesn't counts towards the total number of cantrips you know.

Also, you gain proficiency one of the following skills of your choice: Allure, Etiquette, History, Intimidation, Persuasion or Politics.

Finally, you learn how to read, write and speak in any common language of your choice.

Righteous Command

Starting at 2nd level, you can command others to act on your behalf. When you cast a cleric spell of 1st or higher level that targets a creature other than you, you can force the creature to use its reaction immediately after the spell to make one weapon or unarmed attack against a creature of your choice that you can see. If the spell targets more than one creature, you choose which creature should make the attack.

An unwilling creature must succeed on a Wisdom saving throw against your spell DC or use it's reaction to do so.

Embodiment of the Law

At 6th level, you gain advantage on saving throws against the charmed effect.

Also, when you cast an order domain spell using a spell slot up to 5th level, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

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

Order's Penance

Starting at 11th level, you can mark creatures for repentance when you damage them.

Once on each of your turns, when you deal psychic or thunder damage against a creature on your turn with a weapon attack or a cleric spell or feature, you can inflict penance against that creature until the start of your next turn. The next time that the creature receives damage within the next minute, the target also takes additional damage of the same type that cursed it equal to a number of d4s up to half your cleric level (rounded up), ending it's penance.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), recovering all expended uses when you finish a long rest.

Lawful Mind

At 17th level, you are now incorruptible. You gain immunity to the charmed condition.

Also, you add the Anti-Magic spell to your total number of prepared spells, but doesn't count towards the total number of spells you can prepare. Once between long rests, when you cast this spell, you recover a expended 5th level spell slot.

Order Domain Miracles

Clerics of this controversial domain serve as judges, juries and law enforcers all across the world with their divine right. The following Miracles are available to them.

Death Sentence

As a bonus action, you can mark a creature you can see within 60 feet of you for certain extermination if it has damaged you or any of your allies within the last hour. The next source of damage it receives forgoes rolling for damage and instead deals the maximum amount of damage possible.

Certain Extermination

Starting 10th level, the next attack that hits the creature after being sentenced gains advantage and scores a critical hit on a roll of 18-20.

Divine Arrest

As an action, you can present your holy symbol and utter an accusatory sentence against a creature that has done you or any of your subjects harm that you can see within 60 feet from you and that can hear you. If the creature is indeed culpable of such acts, it must make a Charisma saving throw, receiving on a failure psychic damage equal to your cleric level and becoming restrained by divine and ethereal chains for 1 minute. On a success, the creature only takes half damage and isn't restrained.

You know instinctively if the creature succeed or not on it's saving throw, and if the creature is reduced to 0 hit points as result of this miracle or while restrained in this way, it falls unconscious but stabilized.

The creature can attempt to release itself making a Strength saving throw with disadvantage against a DC equal to your Wisdom score at the beginning of each of it's turns. The creature is automatically released if someone hurts it while it's restrained or if it's forced to make a saving throw against an effect that would harm it or act against it will (By example, it can be safely interrogated by the Zone of Truth spell, but is immediately released if it's targeted by the charm person spell).

If a creature attacks or targets the creature with such a spell, it immediately receives the same damage it inflicted as force damage that cannot be reduced by any means, or is targeted by it's own spell, automatically failing it's saving throw.

You can end the effect earlier as a bonus action.

This effect can be dispelled only by a dispell magic spell casted with a spell slot equal to half your cleric level (rounded up, up to 9th level), or by a Wish spell.

Inevitable Justice

Starting 8th level, the creature subjected to this miracle can no longer escape using sheer force.

Order's Demand

As an action, you can present your holy symbol to exert an intimidating presence over others. Each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be either charmed or frightened by you (your choice) until the end of your next turn. All creatures must be subjected to the same effect.

Demanding Voice

Starting 6th level, you can make creatures that failed their saving throw against this Miracle to drop what they are holding.

Potent Voice

Starting 14th level, the range of this Miracle increases to 60 feet.

Pain Domain

A sage once said "existence is suffering", and as those words became written in the tapestry of reality, some clerics analyzed the essence of pain, both physical and emotional, and witnessing the suffering of other creatures, they began to study, and eventually, enjoy both easing and inflicting pain. This domain specializes in inflicting torment and easing the suffering of pain as a way to accept it as part of the very life.

Pain Domain Spells

Cleric Level Spell
1 Inflict Wounds, Ray of Sickness
3 Flagelant's Faith*, Tasha's Mind Whip
5 Blood Storm*, Vampiric Touch
7 Blight, Staggering Smite
9 Contagion, Enervation

Divine Torturer

When you choose this domain at 1st level, you gain proficiency in the Endurance skill.

Also, you learn the Blinding Pain* cantrip. It counts as a cleric cantrip for you but doesn't counts towards the total number of cantrips you know.

Control Pain

At 2nd level, you gain the ability to ease or increase the pain that others suffer. When a creature within 30 feet of you that you can see is damaged, you can use your reaction to roll a number of d4s equal to half your cleric level (rounded up). The result is then added or subtracted to the damage roll (your choice). The damage is reduced after calculating resistances and damage reduction, and cannot reduce the damage it takes below 1.

You can use this feature a number of times equal to your half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

Mental Fortitude

Starting 6th level, you gain the ability to shrug off pain from your mind. You gain resistance to psychic damage.

Also, you now add your Wisdom modifier (minimum 1) to any saving throw you make to maintain concentration.

Unbearable Pain

Starting 11th level, your attacks become charged with divine suffering. When you deal a critical hit with a weapon attack or cleric spell attack, the creature must succeed on a constitution saving throw against your spell DC or become stunned until the beginning of your next turn.

One With The Pain

At 17th level, you gain proficiency in constitution saving throws.

Also, you gain immunity to psychic damage.

Pain Domain Miracles

Reckless agents of agony, clerics that dedicate themselves to inflict and ease pain and suffering are amongst the cruelest of Abbeorht. The following Miracles are available to them.

Excruciating Suffering

You can use your action to torture a creature you can see within 60 feet of you that can either hear or see you and your holy symbol, obliging it to make on a Constitution saving throw. On a failure, it receives your cleric level + your Wisdom modifier (minimum 1) as psychic damage and becomes stunned until the beginning of your next turn. On a success, it receives only half damage without being stunned.

The target of this miracle has disadvantage on it's saving throw if it is below half it's hit points maximum or if it has received a critical hit within the last round.

Constructs and undeads are immune to this ability.

Swift Torture

Starting 8th level, you can use this miracle as a bonus action against a creature you have damaged on your current turn.

Inured to Pain

If you're below half your maximum hit points, you can use your action to kiss your holy symbol and touch your wounds with it. You gain a damage reduction to all damage but force equal to your cleric level for 1 minute. You can't stack this source of damage reduction with any others, as normal.

This effect ends earlier if you fall unconscious, if you end it as a bonus action or if you recover hit points that make you surpass half your maximum hit points.

Armor of Crusts

Starting 10th level, your devotion grants you the ability to further resist torture and pain, gaining temporary hit points equal to your Wisdom modifier (minimum 1) at the beginning of each of your turns.

Shared Pain

When you are hurt by a creature you can see within 60 feet from you, and you're holding your holy symbol visible, you can use your reaction to reflect the damage that the creature inflicted you as psychic damage.

Distant Retribution

Starting 8th level, the range of this Miracle increases. The following table indicates when this range extends again and it's total range.

Cleric Level Range
8 120 feet
16 300 feet

Peace Domain

Representing the true concept of pacifism, these ascetic clerics seek the end of all violence and the non-violent resolution of conflicts. Being among the most tranquil and serene individuals on the world, clerics that uphold the peace domain use the divine magic invested in them to help their communities to progress and prosper, as they tend to become friends with most of the population while serving as mediators, counselors, therapists and overseers of the daily life. The following text replaces the TCoE's subclass entry.

Peace Domain Spells

Cleric Level Spell
1 Sanctuary, Sleep
3 Aid, Pistis Sophia's Cage of Peace*
5 Beacon of Hope, Sending
7 Aura of Purity, Otiluke's Resilient Sphere
9 Greater Restoration, Rary's Telepathic Bond

Implement of Peace

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice). You have advantage on any Insight, Performance or Persuasion check you make to avoid violence or de-escalate a situation.

Also, you learn either the Divine Shelter* or Message cantrip. It counts as a cleric cantrip for you but doesn't count towards the total number of cantrips you know.

Emboldening Bond

Starting at 2nd level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose two willing creatures within 30 feet of you (this can include yourself, creating a magical bond between them for 1 hour, until you die or until you use this feature again. While any bonded creature is within 30 feet of another, a 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 round.

You can use this feature a number of times equal to half your cleric level (rounded up), and you regain all expended uses when you finish a long rest.

Protective Bond

Beginning at 6th level, the bond you create between creatures is so strong that can even be used to protect them. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Expansive Bond

At 11th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other.

Also, when a creature uses Protective Bond to take someone else's damage, it takes only half damage.

Peace Emmisary

Starting 17th level, your devotion to peace makes others attempts to hurt you harder. If you have not hurted a creature nor forced others to hurt anyone else (including themselves) in the last 24 hours, all attacks made against you are made with disadvantage. Also, all damage you receive is halved.

If you ever hurt a creature, you lose these benefits, and must wait 24 hours to recover them.

Peace Domain Miracles

Envoys of peace, negotiators, de-escalators and therapists, these clerics work to ensure the well being of their communities. The following Miracles are available to them.

Balm of Peace

As an action, you can touch your holy symbol to make your very presence a soothing balm. If you do so, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature of your choice during this action, you can restore a number of hit points to said creature equal to a number of d4s up to half your cleric level (rounded up) + your Wisdom modifier (minimum 1).

A creature can receive this healing only once per use of this miracle.

This effect ends at the end of your current turn.

Field Ambulance

Starting 6th level, your total speed increases when you use this miracle. The following table indicates the increase on your speed.

Cleric Level Bonus Speed
6 10 feet
12 20 feet
18 30 feet

Community Worker

You can use your action to raise your holy symbol and utter a quick prayer to your deity. For the next hour, you can use the help action as a bonus action on each of your turns.

Using the help action to facilitate the attack rolls of others while this miracle is active doesn't count as an act of violence for purposes of your subclass features and miracles if you and your allies were attacked first.

Divine Help

Starting 6th level, creatures you help may add a bonus to the next roll they make after you've helped them. The following table indicates the bonus they receive.

Cleric Level Bonus
6 +1
12 +2
18 +3

Mantle of the Pacifist

You can use an action while wearing your holy symbol to ask for protection to your deity. If you haven't hurted a single creature (or made others hurt anyone else, including themselves) during the last 24 hours, creatures trying to attack or affect you with a spell must succeed on a Wisdom saving throw or avoid hurting you. This doesn't protect you from damage on area such as a fireball spell or the breath of a dragon.

This effect remains for up to 1 hour, and ends earlier if you use a bonus action to finish it or if you hurt a creature or made a creature hurt others (including themselves).

Protect the Innocent

Starting 8th level, you can instead share this miracle with other creatures you can see within 30 feet of you if they met it's prerequisites. You can protect a number of creatures equal to your Wisdom modifier (minimum 1) within 30 feet of you. A creature protected by this miracle automatically loses it's effects if it casts an offensive spell or picks up a weapon.

Plague Domain

Poison, disease, malady, and pestilence. these are the areas of study of those who devote themselves to the gruesome and feared plague domain. These clerics use their divine power to inflict all of these to their enemies, to spread plague across the land and see others fall sick as a way to execute either justice or retribution.

Not all of them use their powers for pleasure or personal gain, but the fact that most do so is enough to fear those who wield the power to make others suffer and die premature deaths of pain and famine.

Plague Domain Spells

Cleric Level Spell
1 Hemorragic Curse*, Ray of Sickness
3 Blindness/Deafness, Ray of Enfeeblement
5 Psylofir's Spore Cone*, Stinking Cloud
7 Blight, Sickening Radiance
9 Contagion, Enervation

Plague Bearer

When you choose this domain at 1st level, you gain proficiency with poisoner's supplies and gain advantage on saving throws against diseases and poisons.

Also, you learn either the Poison Spray or the Sickening Blade* cantrip, your choice. It counts as a cleric cantrip for you but doesn't count towards the total number of cantrips you know.

Aura of Pestilence

Starting 2nd level, you gain the ability to exude a miasma of pestilence around you. As an action, you create this aura in a 30 feet radius.

Creatures of your choice that begin their turns inside the area, or that enter the area for the first time on their turn must succeed on a Wisdom saving throw against your spell DC or become poisoned until the beginning of their next turns.

You can use this feature a number of times equal to half your cleric level (rounded up) and recover all expended uses when you finish a short or long rest.)

Inured to the Plague

Starting at 6th level, your poisonous deity has granted you immunity to common and magical diseases, as well as resistance to poison damage.

Also, you gain expertise with poisoner's supplies.

Finally, you can cure any creature from a common disease with a treating CR equal to or lower your Wisdom score. Starting 11th level, you can also cure magical diseases in this way.

Potent Poison

Starting 11th level, poison damage you inflict with your cleric features and cleric spells ignore resistance to poison damage. Creatures with immunity to poison damage instead receive half damage from your cleric features and spells. Undead and constructs are immune to this feature.

Also, you can now poison creatures with immunity to being poisoned (like fiends). Those creatures have advantage on their saving throws to avoid being poisoned by you.

Divine Toxins

Starting 17th level, you become immune to poison damage and to the poisoned condition.

Also, your poisons and diseases become deadlier. You can increase the toxicity of your poisons as a bonus action, granting one effect of your choice to one creature poisoned by you that you can see within 120 feet from you.

  • Poisoned creatures gain disadvantage on one type of saving throws of your choice.
  • The creature receives your Wisdom modifier (minimum 1) as poison damage every time it makes a weapon or unarmed attack.

These effects remain until the beginning of your next turn.

Plague Domain Miracles

Obsessed with the study of disease and decay, these clerics are hated and feared for their love and ability to spread maladys. The following Miracles are available to them.

Blessed Poisons

You can touch with your holy symbol any vial of poison as an action, blessing it in the name of your deity. While blessed in this way, the poison counts as a miracle for purposes of your cleric features when you use it.

Blessed poisons retain this property until you finish a long rest or when you die.

Poison Bearers

Starting 8th level, your blessed poisons can trigger your cleric features when used by other creatures if you're within 30 feet of the creature that used said poison.

Increased Toxicity

Starting 10th level, you can bless two vials of poison instead of one with each use of this miracle.

Contagion

When you inflict poison or necrotic damage with a cleric spell to a single creature you can see within 120 feet of you, you can use your bonus action to present your holy symbol and also target another creature within 30 feet from the target that's also within the range of your spell. You need to present additional material components for the additional creature, if any is required.

The damage of the spell is rolled only once and affects both creatures.

Potent Disease

Starting 8th level, you can decide to roll twice the damage of the spell, and use whichever roll you want.

The Plague

You can use your action to present your holy symbol to exude a nauseating miasma that makes a number of creatures of your choice that you can see within 30 feet of you to your Wisdom modifier (minimum 1) to fall sick. Chosen creatures must succeed on a Constitution saving throw or become sick with any common disease of your choice.

The disease remains for a number of days up to your cleric level, until successfully treated or when the creature dies. You can also chose to cure a single creature of it's malady as a bonus action if you can touch it.

These diseases can be overcome by a greater restoration or remove curse spells, or by a Wish spell. The DC to treat these diseases with mundane efforts equals to your cleric level + your Wisdom score.

Class features and monster traits that cure diseases can only successfully treat your diseases if the person treating it has a class level or CR equal to or higher than yours.

Magical Malady

Starting 8th level, the common diseases you conjure with this Miracle count as magical for purposes of treating them.

Chronic Disease

Starting 10th level, the duration of the diseases you conjure with this miracle is doubled.

Pandemic Diseases

Starting 16th level, the area of this Miracle increases to 60 feet and now affects a number of creatures up to double your Wisdom modifier (minimum 2).

Tempest Domain

Heralds of storm, rain, thunder and hurricanes, these clerics are granted their divine power to protect people from the destructive wrath of their deities, but also to subjugate and terrorize those who deny their deities the pleas and tributes they deserve. Their deities are reckless and quick to anger, similar to most of their thunderous agents. Being able to command lightning and thunder to their will, these clerics are clearly among the most powerful and fearsome of Abbeorht. The following text replaces the PHB's subclass entry.

Tempest Domain Spells

Cleric Level Spell
1 Shocking Nails*, Thunderwave
3 Gust of Wind, Shatter
5 Call Lightning, Haste
7 Funneling Winds*, Storm Sphere
9 Destructive Wave, Ride the Lightning*

Storm Bearer

When you choose this domain at 1st level, you learn one of the following cantrips of your choice: Air Bolt*, Booming Blade, Lightning Lure, Shocking Grasp or Thunderclap. The chosen cantrip counts as cleric cantrip for you, but doesn't count towards the total number of cantrips you know.

Also, you gain proficiency in one of the following skills of your choice: Athletics, Endurance, Nature or Survival.

Finally, you learn how to read, write and speak in Primordial.

Storm's Revenge

Starting 2nd level, you gain the ability to thunderously rebuke attackers. When a creature within 10 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes half your cleric level + your Wisdom modifier (minimum 1) as either lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to half your cleric level (rounded up). You regain all expended uses when you finish a short or long rest.

Thunderous Soul

Starting 6th level, once on each of your turns, when you deal lightning or thunder damage to a creature one size larger than you or smaller with a weapon attack or cleric spell or feature, you can chose to make it roll a Strength saving throw against your spell DC, pushing it up to 10 feet away from you without provoking opportunity attacks.

Also, you gain resistance to lightning and thunder damage.

Conductive Destruction

Starting 11th level, you gain access to divine lightning spells. You add both the Chain Lightning and Investiture of Wind spells to your list of prepared spells, but doesn't count towards the total number of spells you can prepare. They also count as cleric spells for you.

Stormborn

At 17th level, you gain immunity to both lightning and thunder damage.

Also, you gain a flying speed equal to your walking speed as logn as you have and open sky above you.

Tempest Domain Miracles

Thunderous spellcasters and warriors of the storm, these clerics wield lightning to their will to smite their unfortunate opponents. The following Miracles are available to them.

Conductive Spells

When you deal lightning damage to a single creature you can see within 60 feet from you with a weapon attack or a cleric spell, you can present your holy symbol as part of the same action to make the electricity jump in an arcing lightning towards another creature. Target another creature of your choice that you can see within 15 feet from the creature you damaged. It must then make a Dexterity saving throw. On a failure, it receives the same amount of lightning damage the first creature received. On a success, it only receives half as much damage.

Arcing Lightning

Starting 10th level, you can affect additional targets whit this miracle at once. You can target an additional creature that you can see within 15 feet from the second target, who also must make a Dexterity saving throw and receive the same damage the second creature took on a failure, or half as much on a success.

At 18th level, you can make the lightning damage to jump one additional time, targeting an additional creature within 15 feet from the thrid creature.

If it fails it's saving throw, it takes the same amount of damage that took the third creature, or only half as much damage on a successful one.

You can only target a creature once each time you use this feature.

Creatures with a feature that allows them to take no damage on a successful save (like a rogue's Evasion) cut the chain of this miracle on a successful save, as they receive no damage to pass to other creature.

Storm's Strike

Once on your turn, when you inflict lightning or thunder damage with a melee attack roll, you can channel additional energy from your holy symbol if you're wearing it on a visible space. You deal additional lightning or thunder damage (your choice) equal to a number of d8s up to half your cleric level (rounded up).

Arcing Lighting

Starting 10th level, you now can use this miracle when you damage a creature with a ranged weapon or cleric spell attack that deals lightning or thunder damage if the target is within 30 feet from you.

Unchained Storm

When you inflict lightning or thunder damage with a weapon attack or a cleric spell or feature on your turn, you can, as part of the same action, present your holy symbol. You can forgo rolling for damage and instead deal the maximum amount of possible damage for it.

Divine Destruction

Starting 10th level, whenever you use this miracle you also increase by one the size of the damage die of the improved damage roll. For example, if the damage roll consists of d8s, this miracle increases them to d10s.

Trickery Domain

Not all clerics are robe wearers or divine soldiers of the gods. Some prefer subtler ways for completing their missions, even subtler than those used by inquisitors. Clerics of the trickster domain are sometimes confused by rogues, as they serve usually as infiltrators, spies, assassins, con-artists, thieves, investigators and many other unusual professions for members of the clergy. Using tricks and wits, they become the unending pain of those who they consider their enemies. The following text replaces the PHB's subclass entry.

Trickery Domain Spells

Cleric Level Spell
1 Charm Person, Disguise Self
3 Mirror Image, Pass without Trace
5 Blink, Isolation*
7 Arcane Theft*, Polymorph
9 Mislead, Modify Memory

Roguish Acolyte

When you choose this domain at 1st level, you gain proficiency with two of the following skills of your choice: Acrobatics, Allure, Deception, Escapism, Insight, Sleight of Hand, Stealth or Streetwise.

Also, you learn the Minor Illusion cantrip. It counts as cleric cantrip for you, but doesn't count towards the total number of cantrips you know.

Trickster's Blessing

Starting 2nd level, your deity grants you the knowledge necessary to relate to the low scum of the world. You learn the Thieve's Cant language, as a rogue would.

Also, when you make an Acrobatics, Deception, Insight, Sleight of Hand or Stealth check, you can grant yourself a bonus to the roll equal to your Wisdom modifier (minimum 1). You can do so a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

Quick Thinking

Starting 6th level, you can think and react faster than you would normally believe you capable off. You gain advantage on Intelligence and Wisdom saving throws.

Also, you now can take the dash action on each of your turns as a bonus action.

Hidden Spellcasting

Starting at 11th level, when you cast a cleric spell, you can ignore any Vocal or Somatic component it requires.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and regain all expended uses when you finish a long rest.

Mind Games

Starting 17th level, you now have learned how to avoid falling in certain mind tricks. You are immune to the charmed condition, and magic cannot put to you sleep, also becoming immune to mind reading effects unless you allow it.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Trickery Domain Miracles

Priests of deception, burglary and infiltration, these clerics use their abilities to act swiftly without even drawing attention. The following Miracles are available to them.

Cloak of Shadows

You can touch your holy symbol as an action to suddenly vanish from plain sight. When you do so, you and anything you're wearing and holding becomes invisible until the ending of your next turn. You become visible if you attack or cast a spell.

Extended Cloaking

Starting 6th level, the duration of this Miracle increases. Use the following table to determine how many rounds you can remain invisible as long as you don't attack or cast a spell. The effect ends after you have taken a number of turns equal to the indicated on the table, finishing at the end of your respective turn.

Cleric Level Number of rounds
6 2
10 3
14 4
18 5

Invoke Duplicity

You can use your action to raise your holy symbol to create an illusory duplicate of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. Once on each of your turns, you can move the illusion up to your walking speed to a space you can see as either an action or a bonus action. Your duplicate must remain within 120 feet of you as long as it remains within your line of sight.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

You always know the exact location of your duplicates, but cannot sense through them.

If a creature touches or hits your illusory duplicate, it immediately realizes that it's an illusion, making it immune to the effects of your duplicate.

Illusory Spy

Starting 8th level, you no longer need to maintain visual contact with your illusory duplicate, and can now move it as far as 300 feet from you.

Improved Duplicity

Starting 12th level, you can create two duplicates of yourself with this Miracles. You can move both of them with the same action or bonus action.

Trickster's Senses

You can use a bonus action to touch your holy symbol to grant you the ability to see, hear and speak though any of your active illusions for up to 1 minute. This effect requires concentration, as if you were concentrating on a spell.

While you are sensing though your duplicate, your physical body is blinded, deafened and muted.

You can end this miracle early as a reaction after receiving damage.

Tactical Espionage

Starting 6th level, you can now alternate between your body and any of your illusions as a bonus action without ending the effect.

Extended Miracle

Starting 10th level, this miracle now lasts for a number of minutes up to your Wisdom modifier (minimum 2), and no longer requires concentration.

Twilight Domain

There are things that lurk in the edge of light, just when the darkness takes dominion of the world. There, in darkness, many things delve in lurking while mortals prepare to sleep and soldiers lower they watch as their relay approaches. These are the most dangerous moments, but those clerics that take the twilight domain know better than no one that darkness isn't to be afraid, but watched. Protecting others from the terrors of the night and dark places, they take no rest when someone is dangered by evil entities. The following text replaces the TCoE's subclass entry.

Twilight Domain Spells

Cleric Level Spell
1 Faerie Fire, Sleep
3 Moonbeam, See Invisibility
5 Aura of Vitality, Castigate Evil Creature*
7 Aura of Life, Greater Invisibility
9 Circle of Power, Eachthighern's Radiance*

Divine Vigilant

When you choose this domain at 1st level, you gain proficiency in two of the following skills of your choice: Astronomy, Insight, Investigation, Occultism, Survival or Perception.

Also, you learn either the Dancing Lights*, Light or Orb of Light cantrip. Your choice doesn't count towards the total number of cantrips you know.

Night Watcher

Starting at 2nd level, You can see through the deepest gloom. You have darkvision out to a range of 180 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

Also, you have advantage on initiative checks. You can touch a willing creature to grant it advantage on it's next initiative check before taking a short or long rest.

You can do so a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finsih a short or long rest.

Midnight's Dweller

Starting 6th level, you now have advantage on all saving throws you make to avoid being charmed or frightened.

Also, whenever you create a source of magical light with a cleric spell or miracle, you can chose to turn any bright light produced by the spell or miracle into dim light instead.

Twilight's Mantle

Starting 11th level, the twilight that you summon offers a protective embrace. As a bonus action when you create a source of magical dim light with your cleric spells or miracles, you can decide to give creatures of your choice inside that area when you first produce the area a +1 bonus bonus to their AC. This effect remains for 1 minute.

You can do so a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Protector in Shadows

Starting 17th level, you gain a bonus to any saving throw you make while you're in darkness or dim light equal to half your Wisdom modifier (rounded up).

Twlight Domain Miracles

Protectors of mortals, night watchers and monster hunters. Clerics of this circle use their miracles to take advantage of the twilight. The following Miracles are available to them.

Divine Rebuke

When you or a creature within dim light created by your cleric spells or features is hit by an attack from a creature within the same dim light, you can use your reaction to present your holy symbol and smite the attacker. The creatures must roll a Charisma saving throw. On a failure, it receives a number of d6s up to half your cleric level (rounded up) as radiant damage, or only half as much on a success.

Extended Mantle

Starting 8th level, this miracle can be used against creatures that affect you or your allies with spells or features while within your dim light.

Night Strider

You can use your bonus action to touch your holy symbol while you're in in dim light or darkness to draw on the mystical power of night to rise into the air. You gain a flying speed equal to your walking speed for 1 minute.

Wings of the Night

Starting 6th level, you can give this blessing to other creatures as well. You can bless a number of willing creatures you can see within 30 feet from you (counting you, if you want to) according to the following table, giving them a flying speed equal to their walking speed for 1 minute.

Cleric Level Number of Creatures
6 2
10 3
14 4
18 5

Twilight Sanctuary

You can present your holy symbol as an action, producing a sphere of twilight that refreshes your allies with it's soothing glow. 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.

Creatures of your choice (including you) that end their turn inside the sphere gain the following benefits:

  • They gain temporary hit points equal to 1d6 + half your cleric level (rounded up).
  • The creature can repeat a saving throw against a charmed, frightened or possessed condition.
Banishing Twilight

Starting 6th level, the dim light produced by this miracle temporarily dismisses magical darkness if the spell that created the source of magical darkness is of a spell level equal to half your cleric level (rounded up) or lower.

The magical darkness fills again the area it occupied immediately after you move out of the area.

Soothing Light

Starting 8th level, the light protect you and your allies. Creatures of your choice that end their turn inside the area now also have advantage on all saving throws against the charmed, frightened and possessed conditions until the beginning of their next turn.

Valor Domain

People goes to war. Thats the essence of mortals when chaos and desperation is the common response, and war follows shortly after. During these times, people needs hope, but warriors don't care about such nonsenses, but valor: Those who lack courage usually are punished or live with regrets, not being able to serve their countries and comrades. The rare few clerics who embrace the valor domain are known for their reckless and charismatic personalities and their ability to inspire even the most coward of mortals.

Valor Domain Spells

Cleric Level Spell
1 Guiding Bolt, Heroism
3 Enhance Ability, Suggestion
5 Mass Healing Word, Motivational Speech
7 Aura of Purity, Compulsion
9 Circle of Power, Rary's Telepathic Bond

Blessed Commander

When you choose this domain at 1st level, you gain proficiency in two of the following skills of your choice: Allure, Athletics, History, Intimidation, Insight or Persuasion.

Also you learn one of the following cantrips of your choice: Guidance, Message, Ominous Preaching* or Thaumaturgy. The chosen cantrip counts as a cleric cantrip for you but doesn't counts towards the total number of cantrips you know.

Bolster Morale

Starting 2nd level, you gain the ability to inspire your allies to keep fighting, even when they are badly hurt. As a bonus action, you can shout inspiring words to an ally you can see within 60 feet from you that can hear you (or you, if you want so). The creature then adds your Wisdom modifier (minimum 1) as a bonus to it's next attack roll or saving throw.

You can use this feature a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

Inspiring Leader

Starting 6th level, you gain advantage on saving throws to avoid the frightened and possessed conditions.

Also, you can use a bonus action to immediately end a frightened or possessed condition in a creature you can see within 60 feet from you if it can hear you (or you, if you want so). Creatures that benefit from this feature also are healed by a number of hit points equal to 1d6 + half your cleric level (rounded up).

You can use this feature a number of times equal to your half your cleric level (rounded up), and recover all expended uses when you finish a long rest.

Lion Heart

Starting 11th level, you can inspire your comrades with your heroic deeds.

whenever you score a critical strike against a creature or reduce a creature to 0 hit points, a creature of your choice that can both see and hear you within 30 feet from you (or you, if you want so) gains temporary hit points equal to half your cleric level.

Undying Will

At 17th level, you now have immunity to the frightened an possessed conditions.

Also, if you are reduced to 0 hit points but not outright killed, you can use your reaction to regain hit points equal to 5 times your cleric level and gain advantage on all your attack rolls before the ending of your next turn.

You can use this feature once, and cannot use it again until you finish a long rest.

Valor Domain Miracles

These valiant clerics serve as commanders, tacticians and generals, improving both the survival and success rate of their troops. The following Miracles are available to them.

Inspire Valor

As an action, you can present your holy symbol to a creature that you can see and that can both see and hear you within 60 feet of you. The creature gains advantage on all attack rolls and saving throws it makes until the beginning of your next turn, and has any charmed and frightened condition it is already suffering suppressed for the duration of the effect.

Mass Inspiration

Starting 8th level, the number of creatures you can inspire at once increases. Use the following table to determine how many creatures you can affect with this Miracle at once.

Cleric Level Number of Creatures
8 2
12 3
16 4
20 5

Rally

Presenting your holy symbol, you can command your allies to fight with you. As an action, you can command a number of creatures up to your Wisdom modifier (minimum 1) that you can see and that can see and hear you within 60 feet of you to use their reactions to immediately make a weapon attack.

Tactical Order

Starting 6th level, creatures commanded by you can also move up to half their movement speed without provoking opportunity attacks before or after making their attack roll as part of the same reaction.

War Magicians

Starting 8th level, creatures commanded can cast a cantrip that requires an attack roll as part of their reaction. On a hit, they deal only half the damage that would normally produce, as their cantrips are casted in a hurry.

Command Center

Starting 10th level, the range of this miracle increases to 120 feet.

Undying Soldier

When you or an allied creature you can see within 60 feet of you that can also see you is hit by a critical hit or reduced to 0 hit points, you can use your reaction to show your holy symbol to it to bolster it with it's divinity. The creature is healed by a number of hit points equal to 5 times your cleric level, up to half it's hit point maximum.

Renovated Vigor

Starting 8th level, creatures you heal with this feature gain advantage on all their attack rolls until the end of it's next turn.

War Domain

Soldiers, as well as any other citizen of the world, are spiritual people that seek the blessings and favors of those gods that posses the war domain among their portfolios, and, despite not always being heard by deities, they are most commonly heard by their mortal comrades: the war clerics. Divine agents of warfare and combat, these priests turned soldiers serve to their comrades, their countries and their deities, spreading battle in their own way across a world already ravaged by war. Many despise them, many others admire them, but in the end, everybody needs them. The following text replaces the PHB's subclass entry.

War Domain Spells

Cleric Level Spell
1 Divine Favor, Shield of Faith
3 Enhance Ability, Spiritual Weapon
5 Slashing Wind*, Spirit Guardians
7 Freedom of Movement, Stoneskin
9 Conjure Volley, Hold Monster

War Priest

When you choose this domain at 1st level, you gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, Composure, Endurance, Intimidation, Ride or Survival.

Also you learn the True Strike* cantrip and one of the following cantrips of your choice: Clerical Strike*, Conjure Weapon*, Elemental Strike*, Resistance or Sacred Flame. These cantrips count as cleric cantrips for you, but doesn't count towards the total number of cantrips you know.

Guided Strike

Starting 2nd level, You focus in battle allows you to strike true. Once on each of your turns when you make an attack roll with a weapon or cleric spell, you can, as part of the same action, grant you a bonus to the roll equal to your Wisdom modifier (minimum 1). You can do so before or after making the roll, but before knowing if the attack hits or misses.

You can use this feature a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

Divine Warrior

At 6th level, your god delivers bolts of inspiration to you while you are engaged in battle. You can make a weapon or unarmed attack as a bonus action on each of your turns if you don't take the attack action on your turn.

Masterful Strikes

Starting 11th level, your weapon attacks and cleric spell attacks deal a critical hit on a roll of 19-20. This feature has no further effect over the Inquisitor's Mark feature.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non adamantine attacks.

War Domain Miracles

Clerics of the war domain serve as a mix of controllers of the battle field, elite soldiers and war chiefs during combat. The following Miracles are available to them.

Battle Aura

As an action, you can raise your holy symbol to emit an aura of bolstering. The aura is centered on you and has a 10 feet radius. Creatures of your choice (except you) inside the area gain a bonus to all their attack rolls equal to your Wisdom modifier (minimum 1).

This aura remains for 1 minute and requires concentration as if you were concentrating on a spell. You can end it early as a bonus action.

Extended Aura

Starting 6th level, the area of this aura increases, and increases again as you gain levels in the cleric class. Use the following table to determine the range of this aura.

Cleric Level Radius
6 15 feet
12 20 feet
18 30 feet
Devastating Blows

Starting 14th level, creatures that benefit from your Battle aura also deal a critical on a roll of 19-20 with their unarmed, spell and weapon attacks. If a creature already has an improved critical, this miracle grants no further improvement to their critical range.

Divine Fury

As an action, you can touch a willing creature (possibly you) to infuse divine wrath into it. The creature gains the following advantages for 1 minute:

  • It gains advantage on Strength saves and checks.
  • It's unarmed and weapon attacks gain a bonus to their damage rolls equal to half your cleric level (rounded up).
  • It gains resistance to bludgeoning, piercing and slashing damage.

Every subsequent time after the first that a creature is blessed by this feature before completing a long rest, it gains one level of exhaustion.

Violent Strikes

Starting 6th level, the blessed creature gain an additional feature:

  • Once per turn, creatures one size larger than the blessed creature or smaller that are hit with unarmed or melee weapon attacks by it must succeed on a Strength saving throw or be pushed 5 feet away from it.
Zealous Assault

Starting 10th level, the blessed creature gains one additional feature:

  • After taking the attack action on it's turn, the creature can make one additional unarmed or weapon attack as a bonus action.

War God's Blessing

You can use a bonus action on your turn to point your holy symbol towards a creature you can see within 30 feet from you (possibly you, if you want so). The creature's next attack roll gains a + 10 bonus to the roll. On a hit, the damage roll of the attack adds 1d6 + half your cleric level as a bonus to the damage roll

Certain Critical

Starting 14th level, when you activate this miracle, you can forgo granting the bonus to the attack and damage rolls and instead make the creature's attack roll a critical on a hit.

Water Domain

Water is vital for the existence of life: It nourishes plants, quenches thirst of mortals and covers most of the world's surface. As a vital resource for both life and civilization, some clerics soon dedicated themselves to water itself and the deities that uphold it as it's domain. Those clerics that choose to uphold this domain learn to use it to facilitate the lives of mariners, fishers and coast people, healing their wounds and invoking water to wash away both disease and unwanted creatures to protect their parishioners, allies and their own lives.

Water Domain Spells

Cleric Level Spell
1 Create or Destroy Water, Fog Cloud
3 Drown*, Water Stream*
5 Wall of Water, Water Walk
7 Control Water, Watery Sphere
9 Greater Restoration, Maelstrom

Ocean's Priest

When you choose this domain at 1st level, you learn the Shape Water cantrip. It counts as a cleric cantrip for you, but doesn't count towards the total number of cantrips you know.

Also, you gain proficiency with water vehicles, and gain a swimming speed equal to your walking speed.

Finally, you learn how to read, write and speak in Primordial.

Tides of Change

Starting 2nd level, you can conjure a torrent of water to control the battlefield. You gain the following options:

  • You can make a ranged spell attack against a creature you can see within 60 feet, dealing 1d6 + half your cleric level (rounded up) as magical bludgeoning damage on a hit. The target must succeed on a strength saving throw or be pulled or pushed 10 feet in any direction of your choice.
  • You can choose a willing creature within 60 feet that you can see to bath with rejuvenating waters. The creature can be moved up to 10 feet in any direction of your choice, and recovers a number of hit points equal to 1d6 + half your cleric level (rounded up).

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Soothing Mariner

Starting 6th level, whenever you restore hit points to a creature affected by the blinded, charmed, deafened, frightened, paralyzed, petrified or poisoned condition, it can repeat it's saving throw against the condition.

Also, you gain the ability to breath both air and water.

Crashing Tides

Starting 11th level, you can infuse the ire of the sea into your attacks. Once per turn when you hit a creature with a cleric spell attack or weapon attack, you can force the target to make a Strength saving throw against your spell DC. On a failure, it falls prone.

You can use this feature a number of times equal to half your cleric level (rounded up). You recover all expended uses when you finish a long rest.

Moist Aura

At 17th level, you now exude a protective aura of moisture in a 30 feet radius. Creatures of your choice in the radius have advantage on saving throws against being poisoned, and gain resistance to fire and poison damage.

Water Domain Miracles

Clerics of the water domain can use water to their bidding, while also granting their allies movility on aquatic areas. The following Miracles are available to them.

Aquatic Gift

You can select a number of creatures up to your Wisdom modifier (minimum 1) that you can see within 30 feet of you (maybe even you). Selected creatures gain a swimming speed equal to their walking speed. This effect remains until the creature completes a long rest.

Aquatic Breathing

Starting 6th level, creatures blessed by this miracle gain the ability to breath both air and water.

Lasting Embrace

Starting 10th level, this blessing now remains until the creatures completes a full rest.

Water Grasp

Presenting your holy symbol, you can target a creature within 60 feet of you that you can see. You conjure savage and freezing waters to restrain it. The creature must make a Strength saving throw. On a failure, it receives a number of d4s as cold damage equal to half your cleric level (rounded up) and becomes restrained for up to 1 minute. On a success, the creature receives only half damage and isn't restrained.

The creature can repeat it's saving throw at the end of each of it's turns, ending the effect on a success.

Aquatic Predator

Starting 6th level, if the creature is swimming or standing on water, it has disadvantage on it's saving throw.

Swirling Waters

Starting 10th level, you can affect additional targets whit this miracle at once. Use the following table to know how many creatures you can affect with this Miracle.

Cleric Level Number of Creatures
10 2
18 3

Tidal Wave

You can present your holy symbol as an action to conjure a violent tide of water in a 30 feet cone in front of you. Creatures in the cone must make a Strength saving throw. On a failure, a creature takes a number of d6s as magical bludgeoning damage equal to half your cleric level (rounded up) and is knocked prone. On a success, it takes only half damage and isn't knocked prone.

Funneling Waters

Starting 8th level, you can use a bonus action after using this miracle to return the water to your holy symbol. Creatures in the area must repeat their saving throw, receiving half the amount of damage you inflicted in the initial damage roll and being pulled towards you 10 feet. On a success, they take no damage and aren't pulled.

Tsunami

Starting 14th level, the area of the cone becomes 60 feet.

Wealth Domain

People want to be rich. Everybody loves commodities and luxury, and almost everyone has prayed for fortune to the gods who possess this domain among their agendas. Those clerics who embrace the wealth domain soon become rich and influential individuals, blessing markets, business, and even people. Some use this power to aid themselves while others use it to aid their comrades. Anyway they act, they are virtually impossible to con, and their dominion over

Wealth Domain Spells

Cleric Level Spell
1 Distort Value, Identify
3 Arcane Lock, Gem Blast*
5 Tiny Servant, Tongues
7 Fabricate, Leomund's Secret Chest
9 Bigby's Hand, Legend Lore

Market Wisdom

When you choose this domain at 1st level, you gain proficiency in the Appraise skill. If you're already proficient with it, you then gain proficiency in either the Etiquette, History, Insight, Persuasion or Politics skills.

You can add your Wisdom modifier as a bonus to any Appraise check you make.

Also, you learn how to speak, write and read in two additional common languages of your choice.

Sense Wealth

Starting 2nd level, your deity has granted you the ability to instinctively know the valor of any object you come across. You automatically know the exact price of any object, gem or coin you come across that you can sense within 30 feet from you, up to 10 times your cleric level in gold pieces if you can see it for at least 10 uninterrupted seconds.

Also, you can decide to magically sense any object around you with a worth of at least 1gp. You can use your action to sense the direction and distance to any such object within 60 feet of you until the beginning of your next turn. This effect is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 5 feet of wood or dirt.

Tricks of the Trade

Starting 6th level you have earned the favor of your deity, and can pay for it's miracles. When you cast a cleric spell that requires a material component with a price, you can cover the cost of the spell with your own riches (coins and gems).

Also, when you finish a short rest and recover spell slots, you can recover additional spell slots up to your proficiency bonus, spending 10 gold coins per spell level in this way.

Once you do so, you cannot do it again until you've finished a long rest.

War Economy

Starting 11th level, once per turn when you inflict damage to a creature with a weapon attack or cleric spell, you can spend a spell slot to deal a number of d8s equal to the spell's level as Radiant damage.

You can use this feature a number of times up to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Purchase a Miracle

At 17th level, your deity deems you worthy enough to allow you to "purchase" magic directly from it's divine source. You can cast any cleric spell up to 6th level without spending a spell slot. Instead, you pay 10gp x the spell level.

Once you use this feature, you cannot use it again until you've finished a long rest.

Wealth Domain Miracles

Merchants, jewelers and appraisers, these clerics use their divine powers to improve economy and fortune for them and their allies. The following Miracles are available to them.

Bourgeoisie Mantle

You can use your action to impose your holy symbol upon yourself, giving you the following benefits:

  • You add your Wisdom modifier to skill checks made to fairly trade with others for goods and resources.
  • You add your Wisdom modifier to skill checks to avoid being conned, cheated or deceived during transactions.
  • Your unarmed and weapon attacks count as silvered for purposes of overcoming resistance and immunity to non-silvered damage.

This blessing remains for a number of hours up to your Wisdom modifier (minimum 1).

Share the Mantle

Starting 6th level, you can now grant another creature this blessing if you can touch it as an action.

Adamantine Mantle

Starting 14th level, whenever you use this feature, your unarmed and weapon attacks count as adamantine for purposes of overcoming resistance and immunity to non-adamantine damage.

Shared Prosperity

When you cast a cleric spell that targets an ally, you can use this miracle to share the blessings. As part of the same action used to cast said spell, you can also affect another willing creature within 60 feet from you that you can see.

The maximum level of the spell that can be used with this miracle equals 1/3 of your cleric level (rounded up).

Plentiful Blessings

Starting 10th level, you can share the blessing with one additional creature of your choice within range.

Otherwordly Merchant

You can realize a ritual during 1 hour, offering a number of gold coins equal to your cleric level (which are consumed at the end of the ritual). When you finish it, an otherwordly merchant that serves your deity appears in an empty space within 30 feet from you, usually a celestial, but some fey, elementals, fiends or even constructs (like modrons) or strange undead can also serve to certain deities. These merchants speak in all common languages as well as in it's specific language according to it's creature type (like sylvan for a fey, celestail for an angel, abyssal for a demon, etc...).

It is immune to the charmed and frightened condition, trades in fair prices (those indicated on the chapter 3 of this compendium) and feels deeply offended if any creature tries to bargain with it, at the point that it might raise prices for all creatures for what it considers fair (usually an increase of 5-20% in prices) for the offense during their time summoned.

This merchant has all non-magical items with a rarity of 5 or lower, as well as a random number of common magical items. If you want a specific magical item, you must roll 1d100. If the number rolled equals your Wisdom score or lower, the merchant has said item. You must roll for the item every time you attempt to buy a new unit of the same item.

You can buy a maximum number of magical items up to your Wisdom modifier (minimum 1).

The creature has no items in exhibition, and instead, whenever it is asked for a specific piece of merchandise, it will magically make it appear on it's hands. If the merchant suffers a rob or attack attempt, or if its targeted by any spell from any creature you deem as faithful to you, as an ally or as a servant, it automatically vanishes, and the resources of the creature that provoked so are depleted for a number of gold coins equal to 10 times your cleric level, as your god pays the merchant for it's work insurance.

If a creature has not enough resources to pay for it, then it loses a number of ability points at a rate of 1 ability point per gold coin, starting from the higher score until all scores are of the same value, taking then 1 point from every score. If the offender is reduced to 0 in any of it's ability scores, it dies permanently, and cannot be resurrected by any means except by a true resurrection spell casted by a cleric or servant of your deity other than you.

If a creature hostile to you triggers the merchant's vanishing, you are the one who pays it's insurance.

Points lost in this way are forever lost and can only be recovered if are bought back at a cost of 50 gold coins per point to a merchant that serves the same god that the one who took them away.

The merchant remains for up to 10 minutes or until you die or ask it to leave (no action required by you).

You can only use this Miracle once per week (10 days).

Well Rounded Stock

Starting 6th level, the merchant now has all non-magical items with a rarity of 6 or lower. The stock of common magical items increases and now the merchant has an item if your roll on the d100 is 50 or lower.

Also, it now has in stock uncommon magical items. If you want a specific uncommon magical item, you must roll 1d100. If the number rolled equals your Wisdom score or lower, the merchant has said item.

Rare Merchandise

From 10th level, common magical items are always available and you no longer require to roll for them. The stock of uncommon items now exists on a roll of 50 or lower on the d100.

Finally, the merchant now has rare magical items on stock. If you want a specific rare magical item, you must roll 1d100. If the number rolled equals half your natural Wisdom score (that is, your Wisdom score without magical effects) or lower (rounded up), the merchant has said item.

Exotic Items

Starting 14th level, the merchant now has all non-magical items, but those with a rarity of 7 have a delivery delay of 1 week (10 days). Common and Uncommon magical items are always available and you no longer require to roll for it's existence. The stock of rare items now exist on a roll of 25 or lower on the d100.

Also, the merchant now has in stock very rare magical items. If you want a specific magical item, you must roll 1d100. If the number rolled equals half you natural Wisdom score (that is, your Wisdom score without magical effects) or lower (rounded up), the merchant has said item.

Finally, you can now call the merchant once between each long rest.

Divine Warehouse

Starting level 18, you now contact the personal trader of your deity. It has all Common, Uncommon and Rare magical items on stock, and you no longer require to roll for it's existence. The stock of very rare items now exist on a roll of 25 or lower on the d100.

The merchant might have legendary magical items, but only on a roll of 5 or lower on a d100. You can only attempt to ask for a legendary item once per time you summon the merchant.

Finally, you are no longer limited by the number of magical items you can buy from the merchant every time you summon it.

Winter Domain

The Winter domain brings cold, ice and death for those creatures not prepared to survive its remorselessness. Clerics that hail from distant tundras, high mountains and north lands usually are drawn towards the winter domain. Praying to cruel deities, these clerics protect their people from cold while they strike the foes of their deity with chilling death, remembering them that winter comes for all sooner or later.

Winter Domain Spells

Cleric Level Spell
1 Armor of Agathys, Frost Fingers
3 Gust of Wind, Ice Sculpture*
5 Army of the Winter Queen*, Sleet Storm
7 Auril's Winter Blossom*, Ice Storm
9 Cone of Cold, Mislead

Icy Priest

When you choose this domain at 1st level, you gain proficiency in either the Composure, Endurance or Survival skill (your choice).

Also, you learn one of the following cantrips of your choice: Frostbite, Frosting Blade*, Frozen Grasp*, or Ray of Frost. The chosen cantrip counts as a cleric cantrip for you, but doesn't count towards the total number of cantrips you know.

Finally, you learn how to read, write and speak in Primordial.

Icy Protection

Starting 2nd level, your deity has imbued you with pure frost. When a creature within 5 feet from you damages you with a melee attack, you can use your reaction to chill your enemie's muscles. The attacker makes a Constitution saving throw against your spell DC. On a failure, any physical damage you receive from the attack is halved.

You can use this feature a number of times equal to half your cleric level (rounded up). You regain all expended uses when you finish a short or long rest.

Also, you now ignore difficult terrain made of ice and snow, and become immune to the effects of extreme cold.

Icy Veins

Starting 6th level, your body has become acclimated to extreme cold, numbing the pain that it produces. You gain cold resistance, and you can add your Wisdom modifier as a bonus to your concentration checks.

Permafrost

Starting 11th level, the cold of your attacks can freeze the bodies of your enemies. Whenever you kill a large or smaller creature with cold damage produced by your attack rolls or cleric spells or feature int your turn, you can use a bonus action to turn it's corpse into an ice statue.

As a bonus action on each of your turns, you can detonate a statue, producing a shattering explosion of ice in an area, as indicated on the following table.

Statue Size Damage Area
Tiny 1d6 cold + 1d6 slashing 5 feet radius
Small 1d8 cold + 1d8 slashing 5 feet radius
Medium 1d8 cold + 1d8 slashing 10 feet radius
Large 1d10 cold + 1d10 slashing 10 feet radius

You add your Wisdom modifier as a bonus to the cold damage of each of these detonations, but the cold damage inflicted by them cannot turn other's into ice statues.

You can detonate statues a number of times equal to your Wisdom modifier (minimum 1) and recover all expended uses when you finish a long rest.

Winter Soul

At 17th level, now, whenever you use your Icy Protection feature, creatures that damage you also take your cleric level as cold damage.

Also, you now have immunity to cold damage and to the petrified condition.

Winter Domain Miracles

From huge mountains to distant moorlands, these clerics wield the remorseless winter to their will and protect their allies from it. The following Miracles are available to them.

Snowy Mantle

You can raise your holy symbol as an action to protect your people from cold. You can make a number of creatures equal to your Wisdom modifier (minimum 1) immune to the effects of extreme cold until their next long rest.

Tundra Dwellers

Starting 8th level, creatures blessed by this miracle also gain resistance to cold damage.

Arctic Tribe

Startng 10th level, you now can protect a number of willing creatures within the area up to your cleric level.

Chilling Touch

Once on your turn, when you inflict cold damage with a melee attack roll, you can channel additional energy from your holy symbol if you're wearing it on a visible space. You deal additional cold damage equal to a number of d8s up to half your cleric level (rounded up).

Icy Reach

Starting 10th level, you now can use this miracle when you damage a creature with a ranged weapon or cleric spell attack that deals cold damage if the target is within 30 feet from you.

Winter's Embrace

As an action, you can touch your holy symbol and then attempt a melee spell attack against a creature within 5 feet from you. On a hit, the creature takes a number of d6s as cold damage equal to half your cleric level (rounded up), and must make a Constitution saving throw against your spell DC.

On a failure, the creature becomes frozen, being restrained for up to 1 minute. The creature can repeat it's saving throw at the end of each of it's turns, ending the condition on a success. Creatures with cold resistance have advantage on their saving throws.

Freezing Death

Starting 10th level, you can now decide to petrify the creature on a failure instead of restraining it.

Hasting Freeze

Starting 12th level, you can now use this miracle as either your action or as a bonus action.

Druid

Nature protectors and divine spellcasters associated with the wilderness, legend teels that Fraedus gave mortals the gift of nature to protect the land. These powers came in exchange of some limitations, like the rejection of metal and the promise of bringing balance to all lands, from those near civilization to those far away from it. Many druids established different groups, and even nowadays there is no common consensus for which was the first official druid circle of the world. Not all druids reject civilization or cities, but the lack of untouched nature in those places usually makes druids to choose between them.

Class Features

Hit Points

  • Hit Dice: 1d8 per Druid level
  • Hit Points at 1st Level: 8 + Your Constitution modifier
  • Hit Points at Higher Level: 1d8 (or 5) + your Constitution modifier per druid level after 1st.

Proficiencies

  • Armor: Light armor, medium armor, shields (except tower shields).
  • Weapons: Simple Weapons, Claws, Sabres.
  • Tools: Herbalism kit.
  • Saving Throws: Intelligence, Wisdom.
  • Skills: Nature and three from Animal Handling, Astronomy, Insight, Medicine, Perception, Ride, Religion, and Survival
Druid
Level Proficiency Bonus Features Wild Shape Uses Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting, Natural Renewal, Metal Aversion 3 2
2nd +2 Wild Shape, Druid Circle 3 3 3
3rd +2 Land Spells, Wild Companion 3 3 4 2
4th +2 Ability Score Improvement, Renewed Shapes (1) 3 4 4 3
5th +3 Wild Shape Improvement 4 4 4 3 2
6th +3 Druid Circle Feature 4 4 4 3 3
7th +3 Nature's Strider 4 4 4 3 3 1
8th +3 Ability Score Improvement 5 4 4 3 3 2
9th +4 Wild Shape Improvement 5 4 4 3 3 3 1
10th +4 Druid Circle Feature 5 4 4 3 3 3 2
11th +4 Gifts From the Land (1) 6 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 5 4 3 3 3 2 1
13th +5 Wild Shape Improvement 6 5 4 3 3 3 2 1 1
14th +5 Druid Circle Feature, Renewed Shapes (2) 7 5 4 3 3 3 2 1 1
15th +5 Nature's Hierophant 7 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 7 5 4 3 3 3 2 1 1 1
17th +6 Timeless Body 8 5 4 3 3 3 2 1 1 1 1
18th +6 Beast Spells 8 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 8 5 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 9 5 4 3 3 3 3 2 2 1 1

Equipment

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

  • (a) a wooden shield and any simple weapon made of wood or ironwood
  • (a) an ironwood sabre, (b) a bone or ironwood claw, or (c) any simple melee weapon made of wood or ironwood
  • (a) a gambeson or (b) hide armor
  • An explorer's pack, and a druidic focus

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At 1st level, you know three cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

You can replace one druid cantrip you know whenever you gain a new level in the druid class.

Preparing and Casting Spells

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

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells. A druidic focus might be a dreamcatcher, a wand or rod made of special wood, a staff drawn whole from a living tree, or fetishes made from sacred animals.

Natural Renewal

You can use your connection to the land to recover some of your druidic magic. Whenever you take a short rest, if you can meditate for at least 30 minutes in direct contact with the or a plant, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Metal Aversion

Druids cannot use armors, shields nor weapons made of metal. While wielding or wearing them, a druid cannot cast druid spells nor shapechange.

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice, and gain additional uses as you gain levels in the druid class, as shown in the druid class table. You regain expended uses when you finish a long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature.
  • If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
  • Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Beast Shapes

Level Max. CR Limitations Example
2 1/4 No flying or swimming speed Wolf
5 1/2 No flying speed Crocodile
9 1 None Giant Eagle
13 2 None Giant Boar

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Druid Circle

At 2nd level, you choose to identify and align yourself with one of the 20 known circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Land Spells

Starting at 3rd level, you have access to magic from the land. You mystically gain a connection to the place you first became a druid, attuning to it and gaining a set of spells according to the following tables. Once attuned, you prepare the spells indicated under the attuned land, and count as druid spells for you, but doesn't count towards the total number of spells you can prepare.

Meditating 1 hour during a long rest, you can attune to a new biome if you're in it, replacing the spells you gain from this feature.

Arctic Spells

Druid Level Spell
3 Hold Person, Snilloc's Snowball Storm
5 Sleet Storm, Slow
7 Blizzard*, Ice Strom
9 Cone of Cold, Ice Shelter*

Coast Spells

Druid Level Spell
3 Misty Step, Water Stream*
5 Tidal Wave, Wall of Water
7 Control Water, Watery Sphere
9 Conjure Elemental, Scrying

Desert Spells

Druid Level Spell
3 Blur, Sand Burst*
5 Create Food and Water, Wall of Sand
7 Hallucinatory Terrain, Quicksand*
9 Insect Plague, Wall of Stone

Forest Spells

Druid Level Spell
3 Barkskin*, Locate Animals or Plants
5 Awaken Plant*, Speak with Plants
7 Conjure Woodland Beings, Giant Insect
9 Commune with Nature, Tree Stride

Jungle Spells

Druid Level Spell
3 Spider Climb, Spike Growth
5 Arachnid Rain*, Plant Growth
7 Giant Insect, Grasping Vine
9 Insect Plague, Tree Stride

Grassland Spells

Druid Level Spell
3 Invisibility, Seed of Life*
5 Aura of Vitality, Daylight
7 Freedom of Movement, Polymorph
9 Commune with Nature, Dream

Lake / River Spells

Druid Level Spell
3 Drown*, Misty Step
5 Water Breathing, Water Walk
7 Control Water, Watery Sphere
9 Commune With Nature, Greater Restoration

Mountain Spells

Druid Level Spell
3 Spider Climb, Spike Growth
5 Lightning Bolt, Meld into Stone
7 Boulder Shot*, Stoneskin
9 Passwall, Wall of Stone

Swamp Spells

Druid Level Spell
3 Earthbind, Melf's Acid Arrow
5 Water Walk, Stinking Cloud
7 Freedom of Movement, Swarm Form*
9 Cloudkill, Insect Plague

Taiga Spells

Druid Level Spell
3 Bark Skin, Snilloc's Snowball Storm
5 Ice Trap*, Sleet Storm
7 Auril's Winter Blossom*, Ice Storm
9 Cone of Cold, Tree Stride

Underdark Spells

Druid Level Spell
3 Darkness, Spider Climb
5 Isolation, Psylofir's Spore Cone*
7 Greater Invisibility, Stone Shape
9 Mislead, Wall of Stone

Wild Companion

At 3rd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Ability Score Improvement

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

Renewed Shapes

Starting 4th level, when you use your Natural Renewal feature you also regain 1 expended use of your wild shape feature.

Starting 14th druid level, you now regain 2 expended uses of this feature whenever you use the Natural Renewal feature.

Nature's Savant

Starting 7th level, your knowledge of the wilds increases. You gain expertise in the Nature skill, as well as with herbalist's supplies.

Also, you and your summoned steed are immune to difficult terrain made of non-magical plants, as well as having advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.

Gifts From the Land

Starting 11th level, your connection to the land allows you to cast the spells that it grants you with ease. You can cast one land spell of 2nd, 3rd, 4th and 5th level once each without spending a spell slot.

You recover the ability to do so when you finish a long rest.

Nature's Hierophant

Starting 15th level, your connection to the land and it's magic allows you to use it to facilitate your spellcasting.

As long as you're attuned to a land and standing on it, you can ignore material components of druid spells.

Also, you can call upon the land to increase the potency of your spells. When you cast a land spell while on the land you're attuned to, the DC of those spells is increased by +1.

Timeless Body

Starting at 17th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

By 18th level, your attunement to nature allows you to cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Archdruid

At 20th level, you can use your Wild Shape as a bonus action.

Additionally, when you cast a druid spell that requires concentration and have your Wild Companion active, you can decide to transfer the concentration of that spell to your companion if it's within 60 feet from you. If it or you ends their turn further than 60 feet away from each other, the concentration is broken.

Doing this allows you to concentrate in an additional druid spell. Your concentration checks are made with disadvantage while you maintain two spells active at a time in this way. If your companion is hurt and requires to make a concentration check, you must be the one who makes said check using your own Constitution score (with disadvantage, as normal).

Subclasses

The first casters that walked among mortals, druids have a long history on the world, being protectors and guardians of nature. As the time passed over millennia, different circles have appeared and dissapeared on Abbeorth, each with their own agenda. The following subclasses are available to druids.

Circle of Blood

Maybe the first circle of druids that came along in the world, those who use the blood to nurture nature and empower their magic have been known since the ancient times, but many theologists claim that Fraedus might never have granted mortals such a gruesome blessing. Hermetic and secretive, these druids have always been a rare sighting, but with the creation of new circles and less bloody ways to achieve magic, the circle has been slowly disappearing.

Circle Spells

When you join this circle at 2nd level, you have learned the secrets of blood and how to use it to protect the land from others.

This dark ability grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Blood Spells table.

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

Circle of Blood Spells
Druid Level Spell
2 Crimson Spike*
3 Animate Blood*, Hold Person
5 Life Transference, Vampiric Touch
7 Blood Drain*, Death Ward
9 Enervation, Reincarnation

Blood Letting

At 2nd level you gain understanding of most secrets of the bloods and how spilling it carries it's own mystic power. Whenever you deal piercing or slashing damage to a creature within 30 feet of you, you can grant you or a creature you can see within 30 feet from the damaged creature temporary hit points equal to half the damage inflicted, up to half your druid level + your Wisdom modifier (minimum 1).

Also, claws, daggers, knives, sickles and sabres you use can be used as a spellcasting focus for your druid spells.

Blood Magic

Starting 6th level, you can use the blood of any creature to empower your spells. You are granted a pool of d8s equal to your druid level named blood dice. Whenever you heal or deal damage to a creature with blood using a druid spell of first or higher level, you can, as part of the same action, expend a number of die from this pool up to your Wisdom modifier (minimum 1) or half your druid level (whichever is lower), increasing the damage or the healing done by an amount equal to the rolled dice result. Your hit points maximum is then reduced by 1 for each blood die you used.

Your recover all expended blood dice when you finish a long rest, along with any reduction to your hit points maximum.

Pagan Sacrifice

At 10th level, you have learned the better way to feed the land with the blood of creatures. You learn the Sanguine Offering* spell. It counts as a druid spell for you, and you can cast it once without spending a spell slot but only as a ritual.

Once you've used the spell, you cannot cast it again until you've finished a long rest.

Heart Offering

Starting 14th level, you now can sacrifice the heart of a creature to nourish your magic. As a 10 minute long ritual, you can extract the heart of any creature that has been dead for no longer than 1 hour that you have inflicted a killing blow. After the ritual, you recover a spended spell slot up to half the creature's CR (minimum 1st level, maximum 5th level). You cannot offer a heart from constructs, plants or undead creatures.

Once you use this feature, you cannot use it again until you've finished a long rest.

Circle of the Depths

You can find an ecosystem in any place of existence: From the deepest trenches in the ocean to the highest mountain peaks. All of them have a balance, and druids are dedicated to such labor. This same rule applies to other planes, such as the feywild, and, strangely the far realm. Druids that join this circle draw power from the twisted creatures that inhabit that plane, adapting their aberrant traits into their own flesh. Wielding madness and flesh warping abilities, these druids are some of the most rare circles of the world, favoring living in corrupted places or even in the very far realm.

Circle Spells

When you join this circle at 2nd level, your mind has opened to new horizons that you couldn't otherwise had even imagined of. The twisting nature of the far realm grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Depths Spells table.

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

Circle of the Depths Spells
Druid Level Spell
2 Mind Sliver
3 Alter Self, Crown of Madness
5 Enemies Abound, Fear
7 Conjure Aberrations*, Far Realm's Ruination*
9 Rary's Telepathic Bond, Synaptic Static

Flesh Warping

Starting 2nd level, you have acquired a strange ability: being able to alter your own flesh. You can use your Wild Shape feature on your turn as a bonus action to alter your own flesh. If you choose that option, you gain temporary hit points equal to half your druid level (rounded up) + your Wisdom modifier (minimum 1), and one of the following options. You can cast spells per normal while using this feature.

  • Amphibious Nature. You gain a swimming speed equal to your walking speed, and grow gills on your body that grant you the ability to breath both air and water.
  • Chitinous Hide. Your body grows chitinous plates over your skin. Your AC is now calculated as 13 + your dexterity modifier + your constitution modifier. You can use a shield and still benefit from this feature.
  • Great Maw. You grow your mandibles, growing sharp teeth on your mouth. You gain a bite attack that deals 1d8+ your strength modifier as piercing damage. You can grapple creatures with your mouth, adding your Wisdom modifier to any ability check you make to make or maintain a grapple with them.
  • Raking Claws. You grow sharp claws on both hands, that grant you a climbing speed equal to your walking speed. Also, your unarmed attacks using your hands now deal slashing damage equal to 1d6 + your strength modifier. They have the light and finesse property for you and are considered proficient with them.
  • Stalking Eyes. You grow additional eyes across your exposed skin. You gain advantage on perception checks relying on sight. Also, you gain darkvision with a range of 60 feet, or increase your darkvision by 30 feet if you already have one.
  • Tentacular Appendages. You grow a pair of tentacle like appendages on your torso. You can use them to carry objects and roughly interact with other creatures and objects, as well to grapple. These tentacles have a range of 10 feet, and can be used to deliver touch spells. Your unarmed attacks with these deal 1d4 bludgeoning damage + your strength modifier and have the light property.

These alterations remain until you use your wild shape feature again. When you do so, any remaining temporary hit points are lost.

Aberrant Weapons

Starting 6th level, your eldritch natural weapons become deadlier. The damage you inflict with any of your Flesh Warping feature options count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also make an attack with your natural weapons as a bonus action after casting a druid cantrip on your turn.

Shape of Madness

Starting 10th level, you have gained mastery over your flesh. You can now use your Flesh Warping feature once per long rest without spending an use of your Wild Shape feature.

Also, you can now spend two uses of your Wild Shape Feature to transform into an Aberration creature without the ability to cast spells with a challenge rating as high as your druid level divided by 3, rounded down. When you use this feature, you retain any alteration made to your body by your Flesh Warping feature when you reassume your mortal form.

Alien Shape

At 14th level, your body is so accustomed to flesh warping that you can do it with ease. Whenever you use your Flesh Warping feature, you can choose two options from the list instead of just one.

Circle of the Dreams

Guardians of the dreams and envoys of the feywilds, those select druids that join the mystical circle of the dreams are granted the blessing of the fey courts to watch over mortals. They are tasked with the mission to maintain both mortals and their imagination alive, warding the dreams of their allies and servants, as well as serving as a bridge between the "benevolent" fey courts and those in need of help, even being able to connect both parties in a physical way. The following text replaces the XGtE's subclass entry.

Warden of the Dreamers

When you join this circle at 2nd level, you gain immunity to be magically put to sleep.

Also, you add the Sleep spell to your prepared spells. It counts as a druid spell for you, but doesn't counts towards the total number of spells you can prepare. At 6th level, you add the catnap spell to your list of prepared spells in this way.

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

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

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see.

You can use your action to touch a willing creature and teleport it up to 30 feet to an unoccupied space you can see.

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

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

Circle of the Dunes

Vast seas of sand, with hot days and cold nights. Those who decide to make their homes at the arid dunes of deserts are hardened to the core, being able to survive with little resources and make the most out of anything they can. These druids took long ago the task to protect the delicate balance of life on the desert, learning to use sand to defend themselves and the scarce life that inhabits these lands, acclimating their own beings to the extreme and shifting temperatures of desserts and badlands.

Summon the Desert

When you join this circle at 2nd level, you have the ability to carry the desert with you. As an action, you can spend an use of your Wild Shape feature to summon an area of 20 feet of sand at your feet with 6 inches of height. The area is considered difficult terrain except for you and those you decide to exclude.

The sands remain up to 10 minutes or until you decide to magically banish them as a bonus action. If you summon a second area of sand, the first one banishes. You can use your bonus action to move the sand 30 feet through any inclined surface with a downwards direction, and horizontal surface, through stairs or steps lower than 1 feet of height, or upside through any inclination with an inclination of 30° or lower.

Shape Sands

Also at 2nd level, you gain the ability to control and shape the sands you summon at your will. While you remain in contact with the sands you conjure through your Summon the Desert feature, you can use your action to produce one of the following effects of your choice.

  • Bursting Dunes. When a creature starts its turn on your sand or comes within 5 feet of it, you can make a melee spell attack against it, shooting a burst a burst of sand that inflicts 1d4 + half your Druid level as bludgeoning damage on a hit.
  • Dessert's grasp. When a creature starts its turn on your sand or walks though it for the first time during its turn, you can attempt to grapple it. The creature must succeed on a Strength saving throw against your spell DC or become grappled by the sand until the beginning of your next turn.
  • Wall of Sand. When you or other creature you can see standing on your sand gets hit by a weapon attack, you can use your reaction to make a wall of sand that protects it, granting half cover until the beginning of your next turn, potentially making the attack miss.

Blessing of the Sand

By 6th level, your life striding through dessert sands has granted you proficiency in the Survival skill, as well as the ability to ignore difficult terrain made of sand.

Finally, you are now immune to the effects of extreme cold and extreme heat.

Dessert Crawler

Starting 6th level, you can now merge with the sands and move through them. As a bonus action, while you're standing in terrain made of sand or gravel, you can move to any unoccupied space within 10 feet from you that is also made of sand or gravel without provoking attacks of opportunity.

Master of the Dunes

Starting 10th level, after a long time in contact with the dunes of desert, you gain the following benefits:

  • While you remain in terrain made of sand, you cannot be knocked prone nor moved against your will.
  • Sand you conjure using your Summon the Desert feature now counts as magical difficult terrain.
  • Damage of your Bursting Dunes feature is now considered magical for purposes of overcoming resistance and immunity to non-magical damage.

Dessert Elemental

At 14th level, you gain the ability to transform into a creature made of sand. You can spend one use of your Wild Shape feature to turn yourself into sand. While transformed in this way, you gain the following advantages:

  • You can move through the space of any creature as difficult terrain, and can move through any opening of at least an inch as difficult terrain. You cannot move through water but can walk over it as difficult terrain.
  • You gain resistance to non magical bludgeoning, piercing and slashing damage
  • You gain immunity to poison damage and to the poisoned condition.
  • Any poison or disease affecting you before using this form is suspended while the form remains active.

This form remains for up to 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. When it ends, you recover your physical form, and if you share space with another creature, you reappear in the closest unoccupied space of your choice.

Once you've used it, you cannot do so again until you've finished a long rest.

Circle of the Fallen

Along the countless years of war, Abbeorht has seen death in almost every single corner of the world. Druids know that mortals are also part of nature, and thus, they belong to the balance of such, both while they are alive, and now, after the death of Vecna, also after death. The members of this strange and dark circle specialize in calling the souls of the departed and use their aid to cleanse and reclaim the nature from the hands of countless monsters, outsiders and the most recent threat to the living: the unresting undead.

Circle Spells

When you join this circle at 2nd level, you have learned ways to interact with the departed and use their aid. These spirits grant you access to some spells when you reach certain levels in this class, as shown on the Circle of the Fallen Spells table.

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

Circle of the Fallen Spells

Druid Level Spell
2 Toll the Dead
3 Borrowed Knowledge, Gentle Repose
5 Spirit Guardians, Summon Undead
7 Bedlam*, Death Ward
9 Death's Veil*, Legend Lore

Call Forth Fallen Spirit

Starting 2nd level, you can summon the spirits of the deceased to your aid into protecting nature. As a bonus action on each of your turns, you can call the spirit of a deceased warrior of the land, using the stat blocks included at the end of the subclass' entry.

When you do so, choose either a Hunter spirit or a Skirmisher spirit.

  • Hunter Spirit. This spirit carries arrows and a bow or javelins. Make a ranged spell attack with a range of 30/60. On a hit, it deals 1d4 + half your druid level (rounded up) as piercing damage.
  • Skirmisher Spirit. This spirit appears swiftly and stabs a creature using a short sword or a dagger. Make a melee spell attack. on a hit, it deals 1d6 + half your druid level (rounded up) as either piercing or slashing damage (your choice).

The selected type of spirit appears in an empty space of your choice that you can see within 30 feet from you, makes an attack and then disappears in a wail.

You can summon spirits a number of times equal to your Wisdom modifier (minimum 1) and recover all expended uses when you finish a short or long rest.

Lore of the Fallen

Also at 2nd level, you gain proficiency in the History skill. You add your Wisdom modifier as a bonus to any Intelligence (History) check you make as long as you have a druidic focus on hand when you make the roll.

Death Speaker

Also at 6th level, you learn how to communicate with the dead effectively. You can now read and write Stygian.

Also, you add the Speak With Dead spell to your prepared spells. It counts as a druid spell for you but doesn't count towards the total number of spells you can prepare.

Finally, you gain advantage on saving throws against the possessed condition.

Imbued Spirits

Starting 6th level, your summoned spirits attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spectral Eyes

Starting 10th level, your eyes have acquired a natural affinity for the spirits. You gain truesight with a range of 30 feet.

Ethereal Body

Starting 14th level, you can use an action to spend an use of your Wild shape feature to grant yourself resistance to all damage but radiant and psychic damage for 1 minute. Also, while this feature remains, you have advantage on saving throws against necromancy and enchantment spells.

You can use this feature once, and recover the ability to use it after you've finished a short or long rest.

Circle of Life

Most druids have forgotten, the main reason of the existence of druids: Protect not land nor nature, but life. Many claim that as such, they might be the first true circle and those who were granted the original gift from Fraedus, and later, all other circles surged around this one. Those benevolent druids that join this ancient but powerful circle, join a group of healers and protectors known as the circle of life, weave powerful energies that restores life and health to both the land and it's inhabitants.

Circle Spells

When you join this circle at 2nd level, your connection with the life force grants your spells a healing force. Your connection to life and healing grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Life Spells table.

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

Circle of Life Spells
Druid Level Spell
2 Spare the Dying
3 Lesser Restoration, Seed of Life*
5 Aura of Vitality, Revivify
7 Aura of Life, Death Ward
9 Eachthighern's Radiance*, Mass Cure Wounds

Soothing Magic

Starting 2nd level, your spells become imbued with a healing energy. When you use your action to cast a druid spell of 1st or higher level, you can roll 1d4 and restore a number of hit points equal to the number rolled to one creature of your choice affected by the spell on the same turn you casted it.

The size of the die increases to 1d6 at 10th druid level.

Healer's Boon

Startring 6th level, you now gain temporary hit points equal to your Soothing Magic feature die roll whenever you heal a creature with it.

Bestial Restoration

Starting 10th level, you can now cast any circle spell while you're under the effects of your Wild Shape feature. If any of these spells requires material or verbal components, you can ignore them while in Wild Shape.

Plentiful Healing

At 14th level, your healing ability affects more creatures. Whenever you cast a druid spell that restores hit points to a creature, you can target an additional creature of your choice that you can see within 15 feet from one of the targets. The second creature also benefits from your Soothing Magic feature.

Circle of the Moon

Selendis and Marah, the great goddesses, granted mortals long ago the "gift" (now called curse by many) of therianthropy, and while both deities later offered mortals to ride them free from their gift, some others preferred to conserve it. Some druids saw an opportunity in such power, and while they rejected the dangerous power of therianthropy, they bargained instead with Selendis. They gained the ability to transform into powerful and mighty beasts, gaining the power to protect the land during the great war of chaos (and even nowadays), tearing down their opponents with tooth and claw. The following text replaces the PHB's subclass entry.

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

Starting at 2nd level, the rites of your circle grant you the ability to transform into more dangerous animal forms. You can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike

By 6th level, your druidic magic makes your attacks in beast form to count as magical and silvered for the purpose of overcoming resistance and immunity to non-magical and/or non-silvered attacks and damage.

Monstrous Wild Shape

At 10th level, you can now transform into more dreadful and dangerous forms.

You can now use your Wild Shape feature to transform into any beastlike monstrosity that meets your Wild Shape's restrictions (like an Ankheg, a Carrion Crawler or a Worg).

You can do so only once between short or long rests.

masterful Transformations

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.

Also, your attacks in beast form now also count as adamantine for the purpose of overcoming resistance and immunity to non-adamantine attacks and damage.

Circle of the Roots

Most druids have an affinity for animal life or fungi, while some others even take a direct approach to elements or even astral bodies like the moon, the sun or even the stars. Druids that join this circle are scarce, members of a select and small group of druids that belong to a group dedicated to the protection of plants of all kind. These druids use their unique connection to plant life and mobile vegetation to protect nature on their own unique way, and even acquire the ability to transform into walking embodiments of plant matter.

Circle Spells

When you join this circle at 2nd level, you become entangled in an unique relatinoship with plants, being able to summon them with ease. This relationship grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Roots Spells table.

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

Circle of the Roots Spells
Druid Level Spell
2 Gren Thumb*
3 Barkskin*, Wither and Bloom
5 Awaken Plant*, Plant Growth
7 Grasping Vine, Guardian of Nature
9 Commune With Nature, Tree Stride

Verdant Walker

Starting at 2nd level your body is permanently changed by the influence of plants, granting your skin a bark-like appearance. Your unarmored defense becomes 12 + your Wisdom modifier + your Constitution modifier. You can use a shield and still benefit from this feature.

Also, your barklike arms make your unarmed attacks deal 1d6 bludgeoning damage, and you can use your Wisdom instead of Strength for their attack and damage rolls. You can make an unarmed attack as a bonus action on each of your turns. Starting 6th level, they count as magical for purposes of overcoming resistance and immunity to non-magical damage.

Leaf Empathy

Starting at 6th level you're now capable to speak with any kind of plant. You add the Speak With Plants spell to your list of prepared spells, but doesn't counts towards the total number of spells you have prepared. You can cast it without using a spell slot once, and recover the ability to do so when you finish a long rest.

Also, when you roll die to restore hit points to a plant creature or a creature under the effects of a spell or feature that makes it look plant-like (like the barkskin spell or your own Verdant walker feature), you can roll twice the die and choice which result to use.

Finally, you are no longer slowed by difficult terrain made of plants (even magical ones), and you have advantage on stealth checks made to hide among any kind of vegetation.

Flesh to Wood

Starting 10th level, you can now transform yourself into plant creatures. You can now transform into any plant creature with a CR equal to 1/3 of your druid level or lower (rounded down) when using your Wild Shape feature.

If the plant form you adopt can speak and has a vaguely mortal form, you can cast any druid spell in this form as long as you have your druidic focus on hand.

Grove Warden

Starting 14th level, you can now animate the trees around you to your aid. You add the Druid Grove spell to your list of prepared spells, but doesn't counts towards the total number of spells you have prepared. You can cast it once without requiring material components, but only the Grove Guardians option.

Once you've done so, you cannot do it again until you've finished a long rest.

Circle of the Scales

While dragons were the first intelligent creatures on the land, many other creatures inhabited the world of Abbeorht on it's primal days. Enormous beasts and dreadful predators walked the land and governed the seas, and many of these creatures left their mark behind before dying. Reptilians were the first land animals, and taping into their ancient biological memory, druids from this circle can awaken the forms of ancient creatures, known by many nowadays as dinosaurs.

Reptilian Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, your initiation into the circle has granted you the ability to transform into terrible scaled beasts. You lose the ability to transform into any other type of animal but reptiles with your Wild Shape feature, but now, you can use it to transform into any reptile beast with a challenge rating as high as 1, even if you haven't seen it before, even those with a swimming speed but not those with a flying speed.

Starting at 6th level, you can transform into any reptilian beast with a challenge rating as high as your druid level divided by 3, rounded down, even those with a flying speed.

Boon of the Ancients

Starting 2nd level, your connection to scaled beasts grants you certain abilities. You gain proficiency in the Athletics and Intimidation skills.

Primal Strikes

By 6th level, your druidic magic makes your attacks in beast form to count as magical and silvered for the purpose of overcoming resistance and immunity to non-magical and/or non-silvered attacks and damage.

Dreadful Transformation

Starting 10th level, you can transform yourself into an even more fearsome creature. You can spend two uses of your Wild Shape feature to transform into any creature allowed by your Reptilian Shape feature with a CR as high as 1/2 your druid level (rounded down). When you revert to your mortal form, you gain one level of exhaustion, and cannot do so again until you've finished a long rest.

Savage Attacks

Starting 14th level, your natural weapons while transformed become even more deadly. Once per turn, you can add half your druid level as a bonus to the damage roll of any natural weapon attack you make while in beast form.

Also, your attacks in beast form now also count as adamantine for the purpose of overcoming resistance and immunity to non-adamantine attacks and damage.

Circle of Seasons

The world of Abbeorht is dictated by seasons, that modifies one after another how nature, and even mortals, live. This also affects druidic magic, as their influence always changes and molds the wild life and nature to the essence of such. Many druids, amazed by it's changing essence, many druids have learned to control and addapt such forces into their own body and magic, forming the loose circle of seasons. Many seasonal druids remain always embracing a single season their entire life, but many others change as often as possible.

Seasonal Affinity

When you join this circle at 2nd level, you must choose a season to attune. Choose one of the following options. Your option will affect the features you gain from this and future options.

  • Spring. The season of joy, warmth, love and renewal. It's joyful essence leaks into your own body and mind, granting you proficiency in the Allure skill. Also, you gain advantage on saving throws agains being charmed. Finally, you gain the Thorn Whip cantrip, but doesn't counts towards the total number of cantrips you know.
  • Summer. The season of rage, heat, freedom and hunt. A warm sensation invigorates you, giving you proficiency in the Athletics skill. Also, you gain advantage on saving throws against being knocked prone, pushed or pulled. Finally, you gain the Produce Flame cantrip, but doesn't counts towards the total number of cantrips you know.
  • Autumn. The season of fear, wind, harvest and death. A grim but optimist aura permeates your thoughts, granting you proficiency in the Intimidation skill. Also, you gain advantage on saving throws against being frightened. Finally, you gain the Nightmare* cantrip. It counts as a druid cantrip for you, but doesn't counts towards the total number of cantrips you know.
  • Winter. The season of sadness, cold, stillness and contemplation. An everlasting chilling walks down your spine, giving you proficiency in the Insight skill. Also, you gain advantage on saving throws against being grappled or restrained. Finally, you gain the Frostbite cantrip, but doesn't counts towards the total number of cantrips you know.

Once you've chosen an option, you cannot later change it, until the moment a new season arrives, when you can decide to let it's influence change you, replacing your current seasonal affinity with the starting season. You also can change your seasonal affinity whenever you gain a new level in the druid class.

Seasonal Spells

After choosing a seasonal affinity at 2nd level, your druidic magic becomes permeated by it. This affinity grants you access to specific spells when you reach certain levels in this class, as shown on the following Spell tables.

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

If you ever change your seasonal affinity, you immediately lose any prepared spell from the previous season, and gain those of the new one.

Spring Spells
Druid Level Spell
2 Charm Person, Touch of Regeneration*
3 Lesser Restoration, Spike Growth
5 Mass Healing Word, Plant Growth
7 Aura of Life, Charm Monster
9 Fionnghuala's Gift of Beauty*, Reincarnate
Summer Spells
Druid Level Spell
2 Burning Hands, Primal Rage*
3 Fury*, Heat Metal
5 Daylight, Haste
7 Freedom of Movement, Raziel's Invigoration*
9 Domiel's Flaming Slash*, Immolation
Autumn Spells
Druid Level Spell
2 Cause Fear, Feather Fall
3 Gust of Wind, Wither and Bloom
5 Fear, Wind Wall
7 Nightmarish Apparition*, Phantasmal Killer
9 Control Winds, Enervation
Winter Spells
Druid Level Spell
2 Frost Fingers, Sleep
3 Calm Emotions, Hold Person
5 Frozen Grasp*, Slow
7 Auril's Winter Blossom*, Ice Storm
9 Cone of Cold, Hold Monster

Blessing of the Seasons

At 6th level, your seasonal affinity leaks around you. You gain a special aura of effect with a 10 feet radius around you, according to your seasonal affinity.

You can choose to exclude creatures from the aura if you can see them.

  • Spring. When you cast a druid spell, creatures in the aura recover hit points equal to the spell's level.
  • Summer. Once per turn, a creature in the area can add your Wisdom modifier as a bonus to one of it's attack damage rolls.
  • Autumn. Whenever a creature in the aura reduces a creature to 0 hit points, it gains a number of temporary hit points equal to the creature's CR (minimum 1) + your Wisdom modifier (minimum 1).
  • Winter. Creatures in the aura have advantage on their Constitution saving throws.

The size of the aura increases to 30 feet at 14th level.

Seasonal Change

Starting 10th level, you now can change your seasonal affinity as the fleeting seasons. You can spend one use of your wild shape feature as an action to immediately adopt a new seasonal affinity. When you do so, you gain temporary hit points equal to your druid level + your Wisdom modifier (minimum 1).

Essence Embodiment

Also at 10th level, you gain a specific resistance to a type of damage according to your seasonal affinity.

  • Spring. You gain resistance to Poison damage.
  • Summer. You gain resistance to Fire damage.
  • Autumn. You gain resistance to Necrotic damage.
  • Winter. You gain resistance to Cold damage.

Solstice and Equinox

Starting 14th level, you now can produce a special effect that marks the beginning of a new season.

  • Spring Equinox. While having Winter as your seasonal affinity, whenever you cast a druid spell of 1st or higher level that heals a single target, you can instead target two creatures within range of the spell. You then change your seasonal affinity to Spring.
  • Summer Solstice. While having Spring as your seasonal affinity, whenever you cast a druid spell of 1st or higher level that heals a single creature, you can decide to instead heal it for the maximum amount of hit points possible instead of rolling dice. You then change your seasonal affinity to Summer.
  • Autumn Equinox. While having Summer as your seasonal affinity, whenever you cast a druid spell of 1st or higher level that damages a single target, you can instead target two creatures within range of the spell. You then change your seasonal affinity to Autumn.
  • Winter Solstice. While having Autumn as your seasonal affinity, whenever you cast a druid spell of 1st or higher level that damages a single creature, you can decide to instead inflict the maximum amount of damage possible instead of rolling dice. You then change your seasonal affinity to Winter.

You can use each of these options once, and recover the ability to do so when you finish a long rest.

Circle of the Seeds

Druids are known as protectors of the nature, spellcasters that weaves magic derived of their dedication, study and protection of the wilds. Some druids receive a special calling, and a few of them answer to the ancient and sacred Grove's calling, joining the Grove Keepers. These druids belong to an order founded by the first druids that served the sacred groves of Abbeorth, weaving their magic into plants, awakening them to do their biding.

Sacred Seeds

When you join this circle at 2nd level, you can tap into the magic of your sacred grove. You receive a Magic Pouch that contains a number of Grove seeds equal to your druid level. The pouch is refilled after you have finished a long rest. It is bounded to you, and no one else can use it. If you ever lose it, you can perform a one hour long druidic ritual to create a new one during a long rest, receiving a new one when you finish it. You can have a single magic pouch, and creating a new destroys the older.

As an action, you can throw one of your seeds to an empty space within 30 feet from you to summon a plant servant. Your plant servants are loyal and friendly to you, and can be commanded with a bonus action. In combat, it shares your initiative count and take their turn immediately after yours.

You can use a bonus action to give a command to one or all of your plant servants. They will continue to follow such command until you give a new command or have completed the given order. If it has no orders to follow, it will stay on it's place and take the dodge action on it's turn.

Your plant servants use your proficiency bonus instead of theirs, You can have only a single grove servant. If you create an additional grove servant, the oldest one dies. They remain animated for 10 minutes, falling apart and leaving behind only branches and leaves. You can unweave the druidic magic that animated the servant as bonus action, destroying it.

Plant Servant Types
Druid Level Needed Plant Servant Type Seed Cost
2 Seedling Grove Servant 1
6 Lesser Grove Servant 2
10 Grove Servant 3
14 Grove Protector 4

Grove Magic

Starting level 2, you can learn an additional Druid cantrip from the next options: Druidcraft, Green Thumb*, Shillelagh or Thorn Whip. This cantrip doesn't count against the total number of cantrips that you know.

Magical Shrubs

Starting level 6, your plant servants are improved. Your plant servants natural weapons are now considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. Also, they attack twice whenever you command them to attack on your turn.

Sap of the Keepers

Starting level 10, all plants summoned by you have resistance to bludgeoning, piercing and slashing damage.


Seedling Grove Servant

Small plant, alignment varies


  • Armor Class 12 + PB (Natural Armor)
  • Hit Points 4 + four times your druid level
  • Speed 25 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 3 (-4) 8 (-1) 6 (-2)

  • Saving Throws Dex 2 + PB
  • Skill proficiencies Stealth.
  • Condition Immunities Charmed, Blinded, Deafened.
  • Damage Resistances Piercing.
  • Senses Tremorsense 30fts, passive Perception 9
  • Languages It understands all the languages known by its summoner or creator, but cannot speak them.
  • Challenge -
  • PB equals your bonus

False Appearance. While the creature remains motionless, it is indistinguishable from a tree sappling.

Actions

Branch Claw. Melee Weapon Attack: your spell attack modifier to hit,, reach 5ft., one target. Hit 1d4 + 2 + PB Slashing damage.



Lesser Grove Servant

Small plant, alignment varies


  • Armor Class 13 + PB (Natural Armor)
  • Hit Points 4 + four times your druid level
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 14 (+2) 5 (-3) 10 (0) 8 (-1)

  • Saving Throws Dex +4.
  • Skill proficiencies Stealth.
  • Condition Immunities Charmed, Blinded, Deafened.
  • Damage Resistances Piercing.
  • Senses Tremorsense 30fts (Blind beyond this radius), passive Perception 10
  • Languages Druidic; It also understands all the languages known by its summoner or creator, but cannot speak them.
  • Challenge -
  • PB equals your bonus

False Appearance. While the creature remains motionless, it is indistinguishable from a tree sappling.

Actions

Branch Claw. Melee Attack: your spell attack modifier to hit,, reach 5ft., one target. Hit 1d6 + 2 + PB Slashing damage.


Grove Servant

Medium plant, alignment varies


  • Armor Class 14 + PB (Natural Armor)
  • Hit Points 5 + five times your druid level
  • Speed 35ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 8 (0)

  • Saving Throws Dex 3 + PB, Con 2 + PB
  • Condition Immunities Charmed, Blinded, Deafened.
  • Damage Resistances Piercing, Bludgeoning.
  • Senses Tremorsense 30fts, passive Perception 11
  • Languages Druidic; It also understands all the languages known by its summoner or creator, but cannot speak them.
  • Challenge -
  • PB equals your bonus

Steady Roots The creature has advantage on saving throws against push, pull and prone effects while standing on terrain mostly made of soil.

Actions

Branch Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit 1d8 + 3 + PB Slashing damage.

Guardian of the Grove

Starting level 14, you can control more power from the grove.

you can now have two plant servants at once, but cannot surpass a valor on seed cost equal to your Wisdom modifier (minmum 2).

Also, you now have the Druid Grove spell always prepared, but doesn't counts towards the total number of spells you have prepared.


Grove Protector

Large plant, alignment varies


  • Armor Class 16 + PB (Natural Armor)
  • Hit Points 6 + six times your druid level
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 19 (+4) 6 (-2) 12 (+1) 8 (-1)

  • Saving Throws Str 3 + PB, Con 4 + PB
  • Condition Immunities Charmed, Frightened, Blinded, Deafened.
  • Damage Resistances Piercing, Bludgeoning.
  • Senses Tremorsense 30fts, passive Perception 11
  • Languages Common, Druidic; It also understands all the languages known by its summoner or creator, but cannot speak them.
  • Challenge -
  • PB equals your bonus

Steady Roots The creature has advantage on saving throws against push, pull and prone effects while standing on terrain mostly made of soil.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit,, reach 5ft., one target. Hit 1d10 + 3 + PB Bludgeoning damage. Once per turn, a large or smaller creature hit by the protector must roll a Strength saving throw against a DC 11 + PB or be knocked prone.


Circle of the Shepherd

While druids of the cricle of the dreams serve the fey, those daring druids that join the circle of the Shepherd command them. They learn their circle's secrets to summon and command different creatures, while also being able to support and enhance both their allies and their summons. many of these druids take their abilities as their duty, a charge they have taken and the compromise to guide others, while those with a more selfish approach believe they have the right to govern and use others as they want. The following text replaces the XGtE's subclass entry.

Speech of the Woods

When you join this circle at 2nd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan.

Also, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts.

Spirit Totem

Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit in a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, and it counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

  • Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
  • Hawk Spirit. The hawk spirit aids you and your allies with its keen sight and hunting instinct. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
  • Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 30 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

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

Circle of the Spores

Fungi aren't really plants, despite many believing so. They are closer to animals than true plants, but despite this, they starngely are included among the dominion of many druids focused on plants. Amongdruids, there are some that focus directly on these organisms, and recognize their unique properties and potential: they take a vital role in the decay of living tissue, returning the nutrients of dead organisms to the land. These druids believe that life and death aren't two independent states of existence, but two phases of an eternal cycle. Druids from the Circle of the Spores use the powerful properties of fungi to enforce that balance, knowing that nor life nor death are truly eternal. The following text replaces the GGtR and TCoE's subclass entry.

Circle Spells

When you join this circle at 2nd level, you form a symbiotic link to fungi, and their ability to tap into the cycle of life and death grants you access to certain spells. This link grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Spores Spells table.

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

Circle of Spores Spells
Druid Level Spell
Cantrip Toxic Spores*
3 Beguiling Spores*, Blindness/Deafness
5 Fungal Servant*, Psylofir's Spore Cone*
7 Blight, Confusion
9 Cloudkill, Contagion

Symbiotic Fungi

Starting at 2nd level, your relationship with fungi allows you to maintain a symbiotic relationship with a special type of fungi that nurtures from you and helps you in combat. You can spend an use of your Wild Shape feature as a bonus action to activate this strange fungi, releasing its spores in the air, creating a mantle of spores that makes an area with a 10 feet radius around you lightly obscured. You gain the following features while this effect remains active:

  • Creatures of your choice that start their turn inside the area or that come within it for the first time on their turn make a constitution saving throw. They receive 1d4 as either necrotic or poison damage (your choice) on a failure, or only half as much on a success. This damage increases as you gain levels in the druid class, to 2d4 at 8th level and 3d4 at 16th level.
  • You gain temporary hit points at the start of each of your turns equal to half your druid level (rounded up).
  • Your melee weapon attack within the area deal your druid level as additional necrotic or poison damage on a hit.

Incorporeal creatures (like shadows or wraiths) are immune to the damage inflicted by this feature.

This transformation remains for up to 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Spreading Spores

At 6th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Fungi feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1) and recover all expended uses when you finish a long rest.

Mature Mycelium

Starting 10th level, necrotic and poison damage you inflict with your druid features and circle spells ignore resistance to both necrotic and poison damage. Creatures with immunity to necrotic and poison damage instead receive half damage from your cleric features and spells. Incorporeal undead and constructs are immune to this feature.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Circle of Stars

Another group of druids that can, maybe, have been the first druid circle of the world, but such asseveration has little sense as Fraedus isn't a god related to the stars. These druids draw their power and magic from the cosmos and the stars, guiding morals and soothing their minds. These druids learn to read the secrets and patterns of the constellations, and, doing so, they can use the acquired knowledge to alter their form, support their allies and hurt their enemies. The following text replaces the TCoE's subclass entry.

Star Map

When you join this circle at 2nd level, you gain proficiency in the Astronomy skill.

Also, you've created a star chart as part of your heavenly studies. It is a Tiny object and can be used as a spellcasting focus for your druid spells. You can choose its form or roll on the Star Map table.

While holding this map, you have these benefits:

  • You know the Guidance cantrip.
  • You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast Guiding Bolt as a 1st level spell without expending a spell slot. You can do so a number of times equal to half your druid level (rounded up), and you regain all expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony during a short or long rest to magically create a replacement. This ceremony destroys the previous map.

d4 Map Form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A crystal that projects starry patterns when placed before a light
4 Glass disks that depict constellations

Starry Form

At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet and lasts lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

  • Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
  • Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
  • Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

You can change the constellation as an action on each of your turns while this form remains active.

Cosmic Omen

Starting 6th level, whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

  • Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

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

Twinkling Constellations

At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Full of Stars

At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Circle of Stones

Most druids dedicate their lives and efforts to the protections of plants and living creatures, but a circle of druids prefers to work not with the living beings of the land, but the land itself. Most of these druids take their dominions of mountains, cliffs, desserts or even on the deep of the underdark. They develop a unique union not only with stone, but the erath as well, and use such ability to their own advantage.

Circle Spells

When you join this circle at 2nd level, your connection to stone and soil is strengthened, letting you produce some changes on it as if it were an innate ability. This connection grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Stones Spells table.

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

Circle of Stones Spells
Druid Level Spell
2 Mold Earth
3 Earthbind, Maximillian's Earthen Grasp
5 Erupting Earth, Meld into Stone
7 Stone Shape, Stoneskin
9 Transmute Rock, Wall of Stone

Stone Shape

Also, at 2nd level, you gain the ability to transform your flesh into stone. You can spend an use of your Wild shape feature to gain resistance to acid, cold, fire, and thunder damage, as well as against nonmagical bludgeoning, piercing and slashing damage and immunity to being petrified. While in this form, your unarmed strikes deal bludgeoning damage equal to 1d6 + your strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

You can use your Wisdom instead of Strength for both attack and damage rolls for your unarmed attacks.

This feature remains for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Soil Ear

Starting at 6th level you can now use your connection to the stone to sense the land around you. You gain tremorsense with a range of 60 feet.

Also, you cannot be surprised as long as you're in contact with a solid surface.

Soil Stride

Starting at 10th level, you can now meld into the land around you, moving with ease through it. You can use a bonus action you can meld into any stone, mineral, or soil surface and reappear from the same surface up to 60 feet away. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all uses after a long rest.

Petrous Body and Mind

Starting 14th level, while you're on your Stone Shape, you have advantage on constitution saving throws, as well as resistance to magical bludgeoning, piercing and slashing damage.

Also, once between long rests, you can use a bonus action to spend two uses of your Wild Shape feature to transform yourself into an Earth Elemental.

Circle of the Storms

Most druids, even those who are evil intended, have a calm and stoic nature, but there are some druids that are known exactly for the opposite reason. Most of those druids have such tempers because of their long exposure and dedication to the study and control of storms. These druids, who belong unsurprisingly to the circle of the Storms, use their magic to channel electricity and thunderstorms to protect the land and not only harm their enemies, but fry them with lightning.

Circle Spells

When you join this circle at 2nd level, your connection to stone and soil is strengthened, letting you produce some changes on it as if it were an innate ability. This connection grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Storms Spells table.

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

Circle of the Storms Spells
Druid Level Spell
2 Gust
3 Conductive Flesh*, Skywrite
5 Call Lightning, Lightning Bolt
7 Freedom of Movement, Storm Sphere
9 Control Winds, Far Step

Stormcaller

Also at 2nd level, you gain the ability to call brief surges of channeled storms. As an action, you target a creature you can see within 120 feet from you, targeting it with a lightning produced from your finger tips. The target must make a dexterity saving throw against your spell DC, receiving 1d8 + your Wisdom modifier as lightning damage on a failure and losing it's ability to take reactions until the beginning of your next turn, or half as much on a success without losing it's reaction. The damage inflicted increases as you gain levels in the druid class. It increases to 2d8 at 6th level, 3d8 at 10th level and 4d8 at 14th level.

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

Channeler

Starting 6th level, you can produce arcing lightning with your spells. When you inflict lightning damage to a creature with your action on your turn, you can use a bonus action to produce an arc of electricity against another creature within 15 feet from the target. If the target fails a dexterity saving throw against your spell DC, it receives half the amount of lightning damage you inflicted to the first.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Stormborn

At 10th level, your continuous exposure to storms has granted you resistance to lightning damage.

Also, whenever you cast a druid spell of 1st or higher level, you gain a magical flying speed equal to your walking speed that remains for number of rounds equal to the spell's level + 1.

Herald of the Storm

Starting 14th level, you gain access to a powerful manifestation of storm magic. You add the Chain Lightning spell to your list of prepared spells, but doesn't count towards the total number of spells you can prepare. It counts as a spell druid for you.

Also, once between long rests, you can use a bonus action to spend two uses of your Wild Shape feature to transform yourself into an Air Elemental.

Circle of the Sun

As other druids can draw power from different sources, members of this select and small circle are sworn protectors not only of nature and life, but from civilization. Belenus granted a small number of these primal spellcasters the knowledge to use sunlight as a powerful weapon, while also granting them the martial training needed to battle toe to toe with their allies. They actively work to purge monsters and threats to life from their lands, blessing others and smiting their enemies with zealous magic.

Solar Guardian

When you join this circle at 2nd level, you can draw strength from the sun. You gain proficiency with martial weapons.

Also, you can spend an use of your wild shape feature as a bonus action to create a magical armor made of shining plants that grants you the following advantages:

  • It counts as a heavy armor you're proficient with that grants you an AC of 13 + your Wisdom modifier, that has a damage reduction of 3 against fire, radiant, bludgeoning, piercing and slashing damage. You can use a shield and still benefit from this feature.
  • You can use the armor as a druidic focus.
  • You shed bright light in a 15 feet radius, and dim light in 15 additional feet.
  • You can use your Wisdom instead of strength for your melee weapon and unarmed attacks, and can use your Wisdom score to met any strength requirement of weapons you use.

This armor remains for 10 minutes. It ends early if you don the armor as a bonus action or use this feature again.

Bright Magic

Starting 2nd level, you can change the damage of any druid spell you cast that deals acid, cold, fire, lightning necrotic or poison damage to radiant damage.

You can do so a number of times equal to your Wisdom modifier (minimum 1) and recover all expended uses when you finish a short or long rest.

Also, you learn the light cantrip. It counts as druid cantrips for you but doesn't count towards the total number of cantrips you know.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Daylight Blessing

Starting 10th level, the light you irradiate comforts others. Creatures of your choice (including you) that start their turn inside the light produced by your Solar Guardian feature gain temporary hit points equal to your Wisdom modifier.

Also, your melee attacks deal 1d4 radiant damage against creatures on a hit while you're under the effects of your Solar Guardian feature. This damage increases to 1d6 at 14th level.

Solar Might

Starting 14th level, you gain a +1 to your Solar Guardian's AC and damage reduction.

Also, you always have prepared the Solar's Arrow* spell. It counts as a druid spell for you, and doesn't count towards the total number of spells you have prepared.

Circle of the Tides

Druids from the circle of tides are benevolent healers and protectors that learn to control water around them to fulfill their role, excelling at preventing harm. Derived from their unique relationship to water, these druids usually are found around lakes, coastlines and rivers, but many others inhabit strange lands like snowy mountains, cold tundras or even humid jungles and swamps.

Circle Spells

When you join this circle at 2nd level, the rites of initiation have lended you the wisdom and knowledge to control water and use it to protect the life it sustains. This connection grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Tides Spells table.

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

Circle of the Tides Spells
Druid Level Spell
2 Shape Water
3 Lesser Restoration, Water Stream*
5 Tidal Wave, Wall of Water
7 Control Water, Watery Sphere
9 Greater Restoration, Mass Cure Wounds

Aquatic Forms

Starting 2nd level, you can now ignore the swimming restriction for your Wild Shape feature. You still must abide to the level restriction for creatures with flying speed.

Water Shield

Starting 2nd level, your connection to the water grants you the ability to shape it to protect life. You gain a pool of d8s with a number equal to your druid level. When you or any creature you can see within 60 feet from you is hit by an attack roll that inflicts any kind of damage but psychic damage, you can use your reaction to spend a number of these d8s up to half your druid level (rounded up) to create a shield of mist, ice or water around it (if there are available any of those materials). The shield reduces the damage taken equal to the number rolled on the die, down to 0.

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

One With the Tides

At 6th level, you feel safer in water than land. You gain a swimming speed equal to your walking speed, and can also breath both air and water. You are no longer affected by difficult terrain made of water on any of it's forms.

Finally, you gain the ability to communicate with any beast creature with a natural swimming speed, as if you were under the effects of the Speak With Animals spell.

Renewing Waves

At 10th level, the healing and protective properties of your waters has reached it's peak. Whenever you restore hit points or grant temporary hit points with a druid spell or feature to a creature, you can, as part of the same action, allow the creature to repeat a saving throw against a blinded, deafened, paralyzed, petrified or poisoned condition, ending the effect on a success. You can instead immediately cure a creature from a non magical disease it is suffering.

Master of the Waters

Starting 14th level, the size of your Water Shield dice becomes d10s instead of d8s.

Also, once between long rests, you can use a bonus action to spend two uses of your Wild Shape feature to transform yourself into a Water Elemental.

Circle of the Thorns

During the great war of chaos, many lives were reaped: mortals, animals and plants alike, and even the mighty physical form of the oak-god Fraedus was destroyed by the armies of chaos. Those scarce druids who survived the bloody battle found the fallen tree that Fraedus used to be, and swored an oath of vengance to its killers, forming the circle of the thorns, a circle dedicated to retaliate against anyone who hurts nature. Long ago, that oath was fulfilled, but the circle remained, not protecting nature, but avenging it.

Nature's Warrior

When you join this circle at 2nd level, you have taken an oath to become a warrior of nature. You gain proficiency with martial weapons.

You can use any melee weapon made of bone, wood or ironwood you're proficient with as a druidic focus, and can use your Wisdom for both attack and damage rolls instead of Strength with melee weapons. If any melee weapon made of these materials has a Strength requirement, you can use your Wisdom score to determine if you can correctly use it.

Finally, your hit points maximum increases by 2, and increases by 1 again whenever you gain a level in this class.

Thorny Skin

At 2nd level, your body melds with the thorns you have attuned to. You can use a bonus action to expend one use of your Wild Shape feature to grow thick vines and thorns round your body, gaining the following features:

  • While wearing no shield and no armor you have an unarmored defense of 13 + your Wisdom modifier, with a damage reduction of 2 against bludgeoning, piercing and slashing damage.
  • When a creature hits you with a melee attack, your body inflicts magical piercing damage to the attacker equal to half your Wisdom modifier (rounded up).
  • You gain temporary hit points at the beginning of each of your turns equal to half your druid level (rounded up)

This effect remains for 10 minutes, and ends early if you use a bonus action to deactivate it or die.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Piercing Magic

Starting 10th level, you can efficiently combine your martial prowess with your spellcasting. When you cast a spell as your action on your turn, you can immeidately make a melee unarmed or weapon attack as a bonus action.

Thorn Master

At 14th level, you add the Wall of Thorns spell to your list of prepared spells, but doesn't count towards the total number of spells you can prepare. When you cast it, you can designate certain creatures to be able to move through the wall as difficult terrain without harming effects.

Circle of Vermin

Those gross, toxic and plague bearers beasts like rats and insects are also part of nature. They do their part in maintaining certain balance, eating carrion and corpses, degrading dead matter and hunting certain animals. Most people is disgusted by them and even fear those creatures, but there are some druids that see the beauty of such creatures, and recognize their utility and importance on the world. Forging a deep relationship with vermin, druids of this gross cricle can use them to protect the land.

Circle Spells

When you join this circle at 2nd level, you acquire a special relationship with insects and vermin of the land. This relationship grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Vermin Spells table.

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

Circle of Vermin Spells
Druid Level Spell
2 Infestation
3 Spider Climb, Spider Hand*
5 Arachnid Rain*, Fly
7 Giant Insect, Swarm Form*
9 Cloudkill, Contagion

Loyal Swarm

When you join this circle at 2nd level, you have attracted a swarm of different types of vermin that live inside you, sharing your nutrients and granting you different abilities:

  • Plague Components. You can use your own swarm to provide material components that come from vermin, like for the Spider Climb spell.
  • Poisonous Shot. You can call your swarm and order it to attack a creature within 60 feet of you. As an action, you can make a ranged spell attack. On a hit, you deal 1d4 magical piercing damage + 1d4 poison damage. This damage increases both to 1d6 at 14th druid level.
  • Protective Swarm. When you receive non psychic damage, you can use your reaction to reduce the damage you take by half your druid level (rounded up) + 1d6.

You can use this reaction a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest, as you allow your swarm to replenish it's numbers.

Vicious Swarm

Starting 6th level, your swarm becomes more vicious. You can attack twice when using your Poisonous Shot feature.

Vermin Tolerance

Starting 10th level, you have a perfect symbiotic relationship between your swarm and yourself. You gain immunity to poison damage, as well as to non-magical diseases and to the poisoned condition.

Also, poison damage you inflict with both your Infestation cantrion or your Loyal Swarm feature now ignores resistance and immunity to poison damage. Undead and constructs are immune to this feature.

Devouring Vermin

Starting 14th level, the vermin living inside you can thrive in the flesh of other creatures. When you reduce a biological creature of large or smaller size to 0 hit points with this attack, you can use your bonus action to make the vermin stay on the corpse of the creature. If you do so, the corpse is rapidly devoured, and the vermin return to you if you are within 60 feet of it at the beginning of your next turn, healing you for a number of hit points equal to the amount of hit dice the creature had.

When you use this feature, you can instead recover one expended use of your Protective Swarm feature

Circle of Wildfire

Plants and wildlife is highly vulnerable to fire. Alas, natural wildfires occur all across the world, putting in danger those who live in the wilderness, as destruction of their homes usually is secured as the fire approaches them. Some druids recognize such disasters as part of nature, and know that, with enough time, life can reborn from the ashes. They learn that fire is not the only disaster that affects nature, and members of the circle of Wildfire use fire to devastate their enemies, but know that no threat can be eliminated forever, and sooner or later, their lands will be threatened again. The following text replaces the TCoE's subclass entry.

Circle Spells

When you join this circle at 2nd level, you have understood the connection between fire and renewal, granting you insight into the life cycle.

This insight grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

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

Circle of Wildfire Spells
Druid Level Spell
2 Control Flames
3 Flaming Sphere, Scorching Ray
5 Plant Growth, Revivify
7 Fire Shield, Heat Aura*
9 Flame Strike, Mass Cure Wounds

Summon Wildfire Spirit

At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.

Each creature of your choice within 10 feet of the spirit when it appears must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + your druid level as fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

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

It remains for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or if you die.

Enhanced Bond

At 6th level, whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

This die increases to 1d10 at 14th druid level.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Cauterizing Flames

At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute.

When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 1d6 + half your druid level (rounded up)

You can use this reaction a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a ahort or long rest.

Blazing Revival

At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points but not outright killed, you can cause the spirit to drop to 0 hit points and dissapear.

If you do so, you regain half your hit points and immediately rise to your feet without provoking opportunity attacks if you were knocked prone.

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

Also, once between long rests, you can use a bonus action to spend two uses of your Wild Shape feature to transform yourself into a Fire Elemental.


Wildfire Spirit

Small elemental


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your druid level
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (0)

  • Damage Immunities fire
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge -
  • PB equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

Fighter

Infantry, cavalry, commanders, defenders, hunters, marksmans, skirmishers and executors. Fighters can take any of those and many more roles in any army, town guard, mercenary group or adventurer company. They serve as the the center and support of said groups, controlling the battlefield, supporting and inspiring their allies and finishing their enemies with swift and precise strikes. They may lack a zealous fervor, an unending rage, magical tricks, powerful spells or divine miracles, but they require none of those things, as they are masters in the use of all kind of armors, shields and weapons, striking with an abnormal speed and accesing inner reserves of energy. Monks claim that these warriors know to unconciously tap into their inner ki, and many have offered themselves to train them in the arts of ki, but most fighters only really care for a single thing: Being efficient at battle.

Class Features

Hit Points

  • Hit Dice: 1d10 per Fighter level
  • Hit Points at 1st Level: 10 + Your Constitution modifier
  • Hit Points at Higher Level: 1d10 (or 6) + your Constitution modifier per fighter level after 1st.

Proficiecnies

  • Armor: All armor, all shields.
  • Weapons: Simple weapons, martial weapons, firearms, improvised weapons.
  • Tools: None.
  • Saving Throws: Strength, Constitution
  • Skills: Athletics and three from from Acrobatics, Composure, Endurance, Escapism, History, Insight, Intimidation, Perception, Ride and Survival.
Fighter
Level Proficiency Bonus Features Superiority Dice Size Superiority Dice Amount Battle Maneuvers Known
1st +2 Fighting Style, Second Wind, Indomitable (x1)
2nd +2 Action Surge (x1), Battle Maneuvers 1d4 2 3
3nd +2 Martial Archetype 1d4 2 3
4rd +2 Ability Score Improvement 1d4 2 3
5th +3 Extra Attack 1d6 3 4
6th +3 Ability Score Improvement 1d6 3 4
7th +3 Martial Archetype Feature 1d6 3 4
8th +3 Ability Score Improvement 1d6 3 4
9th +4 Battle Ready 1d8 4 5
10th +4 Martial Archetype Feature 1d8 4 5
11th +4 Extra Attack (x2) 1d8 4 5
12th +4 Ability Score Improvement 1d8 4 5
13th +5 Indomitable (x2) 1d10 5 6
14th +5 Ability Score Improvement 1d10 5 6
15th +5 Martial Archetype Feature 1d10 5 6
16th +5 Ability Score Improvement 1d10 5 6
17th +6 Action Surge (x2) 1d12 6 7
18th +6 Martial Archetype Feature 1d12 6 7
19th +6 Ability Score Improvement 1d12 6 7
20th +6 Extra Attack (x3) 1d12 6 7

Equipment

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

  • (a) hauberk, (b) llamelar or (c) reinforced leather
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) two handaxes or (b) two daggers
  • (a) recurve bow, (b) compound bow or (c) light crossbow
  • (a) 20 arrows or (b) 20 crossbow bolts
  • A quiver
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

You adopt a particular 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 you later get to choose again.

  • Adaptive Fighting. While wielding a single versatile weapon and no shield, you can choose to wield it one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to both attack and damage rolls. Wielding it two-handed grants you a +1 bonus to your damage rolls and AC.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Berserking. Once on your turn, you can gain advantage on a single melee weapon attack. If you do so, your AC is reduced by 1 until the beginning of your next trun.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Brutal. When you attack an enemy with a melee weapon without the light or finesse properties using strength, you can decide to push the target 5 feet away from you. The target makes a Strength saving throw with a DC equal to (8 +Bonus proficiency + Strength modifier). This movement does not provoke attacks of opportunity, and you can try to push a target only once per turn.
  • Classical Fencing. When you are wielding a single melee weapon in one hand without the Heavy, Two-Handed or Versatile properties and no shield or heavy armor, you gain a +1 bonus to your AC.
  • Close Quarters Shooter. You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
  • Crossbow Shooter. You ignore the loading property of crossbows.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Distractor. When you attack an enemy with a melee weapon attack, that enemy gains disadvantage on its attack rolls against any other creature within 5 feet from you until the end of your next turn.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target other than you within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Mariner. As long as you are not wearing medium armor, heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
  • Piercer Shooter. While you are wielding a two-handed ranged weapon, you gain a +2 bonus to damage rolls with that weapon.
  • Polearm Fighter. When making an attack with a polearm, you can then take a bonus action to make a second weapon attack with its opposite end, dealing 1d4 + your ability modifier in bludgeoning damage.
  • Powerful Attacker. When making an attack with a weapon you are proficient in using strength, you can choose to forfeit adding your bonus proficiency to the attack roll. If the attack hits, then you add your bonus proficiency to the damage roll.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Reckless. You gain proficiency with improvised weapons. When you hit a creature with an improvised weapon, you can forgo rolling damage and instead deal maximum damage. The weapon then is broken. You cannot use this fighting style with magical items.
  • Shield Combat. If you're wielding a light weapon and a shield on your off hand, you can make a bash attack with you shield as a bonus action. This attack adds your strength modifier to the damage roll.
  • Skirmisher. On your turn, you can take the disengage action as a bonus action after making a melee weapon attack whit a weapon with the light and/or finesse property.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Tunnel Fighter. While fighting in reduced spaces, you don’t have disadvantage on attack rolls while using weapons with the two handed, heavy or versatile properties. Also, as a bonus action, you can decide to enter a defensive stance; while in this stance, you can make an attack of opportunity against any creature that comes within your range.
  • Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

Starting 1st level, you gain a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Indomitable

Beginning at 1st level, you can reroll a saving throw that you fail and use the higher roll of both.

You can use this feature once, and recover the ability to do so once you've finished a long rest.

You can use it twice between rests starting 13th level.

Battle Maneuvers

Starting 2nd level, you learn a number of special maneuvers that grant you greater superiority into combat.

Maneuvers Known

You learn three maneuvers of your choice. You learn additional maneuvers as per the Battle maneuvers table. You can use only one maneuver per turn.

Each time you gain a level in this class, you can replace one maneuver you know. These maneuvers can be found at the end of this class entry.

Superiority Dice

Every time you use a maneuver, you must expend one superiority dice. The superiority dice size starts as 1d4, and increases in size as you gain levels in the fighter class. You have a number of superiority dice according to the superiority dice amount column of the fighter class table.

Saving Throws

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

Maneuver Save DC = 8 + your proficiency bonus +

your dexterity or strength moidifier (your choice)

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Battle Ready

Starting 9th level, you have learned to take the most out of any combat situation. When you use your second wind feature, you now also recover all expended superiority die.

Battle Maneuvers Options

Here are presented in alphabetical order the special maneuvers available to fighters. They add your superiority die to different areas, as described in the maneuver.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Bleeding Strike

When you hit a creature with a weapon attack that deals piercing or slashing damage, you can expend one superiority dice to make the target bleed. Add the superiority die to the attack's damage roll, and the target mus make a constitution saving throw. On a failure, the creature receives one additional superiority die at the beginning of its next turn.

Blinding Strike

When you make a weapon attack, you can expend one superiority die to blind the target. You add the superiority die to the attack's damage roll, and the target must success on a Constitution save or get disadvantage on all attack rolls and perception checks relying on sight until the ending of it's next turn.

Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Close Quarters Combat

When you attempt to grapple a creature or release yourself from a grapple, you can spend a superiority dice and add it as a bonus to the roll.

If you success, you deal weapon damage (or unarmed damage, your choice) equal to the number rolled against the creature.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Dashing Strike

You can decide to expend one superiority dice to take the dash action as a bonus action. Then, the first weapon attack roll you make after moving at least 20 feet can deal additional damage. On a hit, you add the superiority dice roll to the weapon's damage roll.

Dirty Fighting

When you make a weapon or unarmed attack roll with advantage, you can spend a superiority dice, adding it to the attack roll. On a hit, you add twice the result of the number rolled to the damage roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding.

You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. You then add the superiority die to your grapple attack roll.

Incapacitating Bash

When you hit a creature with a bludgeoning weapon, you can decide to expend a superiority dice. You add the result to the attack's damage roll and the target must succeed on a constitution saving throw or become incapacitated until the end of it's next turn.

Long Shot

When you make a ranged weapon attack, you can expend one superiority die to ignore disadvantage when attacking a target at long range. If the attack hits, add the superiority die to the damage roll.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you.

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Mental Fortitude

When you make an Intelligence, Wisdom or Charisma saving throw, you can use your reaction to expend one superiority dice, adding the result ot the saving throw. The die must be expended before making the saving throw.

Pinning Shot

When you make a ranged weapon attack against a creature, you can spend a superiority dice and add the result to the damage damage roll. If the creature is medium sized or smaller, and is standing over a solid surface, it must make a strength saving throw or become grappled by the projectile/weapon, as well as gaining disadvantage on dexterity saving throws. Any creature within 5 feet from the target (including the target) can use it's action to make an Strength (athletics) check against your maneuver save to end the condition.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Physical Endurance

When you make a strength, dexterity or constitution saving throw, you can use your reaction to expend one superiority dice, adding the result ot the saving throw. The die must be expended before making the saving throw.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Protector's Stance

When you take the dodge action, you can expend one superiority dice to make a weapon attack as a bonus action. On a hit, you add the superiority die to the attack's damage roll.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

You can expend one superiority die and make a ranged attack with a weapon with the thrown property as a bonus action.

You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Titanical Throw

You can expend one superiority die to throw a melee weapon that lacks the thrown property, with a range of 20/40, and strength as your attack ability. If the attack hits, you add the superiority die to the weapon's damage roll.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is one size bigger than you or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Subclasses

Each fighter takes a different approach to combat, adapting their unique characteristics in the best way they can to make the best out of their available resources. When a fighter combines all of them, it puts itself far beyond its enemies.

Fighter Archetype: Arcane Marksman

Archers have been a vital asset in combat, relaiably supporting their comrades with fire at long distance. When mortals learned to weave magic, they soon after started to experiment, trying to imbue items with magic, and some intelligent archers also learned to do the same with their projectiles, first by gnomes, and latter by the rest of species. This subclass replaces the Arcane Archer subclass.

Arcane Marksman Lore

At 3rd level, you gain proficiency in the Arcana skill, and you learn the Prestidigitation cantrip.

Arcane Shots

When you choose this archetype at 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn 2 arcane shot options, and learn more as you gain levels in the fighter class, as per the Arcane Marksman Table. Choose such options from the "Arcane Shot Options" (at the end of this subclass' entry).

You have a pool of arcane points to create these arcane shots.

Once per turn, when you shot a bow or crossbow as part of the Attack action, you can expend any amount of arcane points of your choice (up to your limit as per the Arcane Marksman Table on the following page), deciding which arcane shot option to use on the attack.

You recover all expended arcane points when you finish a long rest.

Magical Shots

At 7th level, you know how to shot magical projectiles. Nonmagical projectiles you shot from a bow or crossbow count as magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

The magic fades from the projectile after it stops.

Also, from now on, whenever you use your Second Wind feature, you regain 1 expended Arcane Point. Starting 15th level, you instead recover 2 expended Arcane Points per use of your Second Wind.

Curving Shot

Also at 7th level, the magic you infuse in your projectiles allows you to exercise a limited amount of control over them.

Arcane Marksman Arcane Points
Fighter Level Maximum Points per Shot Total Arcane Points Arcane Shots Known
3 1 2 2
4 1 2 2
5 1 3 2
6 1 3 3
7 2 4 3
8 2 4 3
9 2 5 3
10 2 5 3
11 2 6 4
12 2 6 4
13 3 7 4
14 3 7 4
15 3 8 4
16 3 8 5
17 3 9 5
18 3 9 5
19 4 10 5
20 4 10 5

When you make an attack roll with a magical projectile, you can use your reaction to redirect it, rerolling the attack roll against a different target within 60 feet of the original target.

Devastating Shot

At 10th level, whenever you score a critical hit with the attack roll of an arcane shot, the target has disadvantage on it's saving throw.

Arcane Ammunition

Starting 15th level, your mastery enchanting projectiles is superior. Whenever you shot a magical projectile, you add your intelligence modifier (minimum 1) as a bonus to your weapon damage rolls.

Multi Shot

At 18th level, you have reached mastery of arcane shooting. Now you can make 2 arcane shots per turn.

Arcane Shot Options

The Arcane Shot feature includes 8 options (1 per school of magic), presented here in alphabetical order. These shots require their targets to make saving throws. Your Arcane Shot DC equals 8 + your proficiency bonus + your Intelligence modifier. On a success, creatures avoid the additional effect and receive half damage from the arcane shot's damage.

Their effects end after 1 minute unless otherwise stated, when you die or if you decide to end them as a bonus action.

Arcane shots counts as magical for the purpose of overcoming resistance to nonmagical attacks, and deal extra damage determined by the arcane shot used, equal to 1d8 per arcane point used on the arcane shot, up to a maximum of 4d8s.

  • Banishing Shot. You use abjuration magic to banish a creature to a harmless location in the Feywilds. If hit, the target receives extra force damage, and must succeed on a Charisma saving throw or be banished, reducing its speed is 0 and being incapacitated. The target reappears in it's original space (or in the nearest unoccupied space if occupied) when this effect finishes.
  • Blinding Shot. You weave illusion magic into your projectile, causing it to occlude your foe’s vision with a shadowy fog. The creature hit by the projectile takes extra psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the effect ends.
  • Charming Shot. Your enchantment magic causes this projectile to charm its target. The creature hit by the projectile takes extra psychic damage, and must succeed on a Wisdom saving throw, being charmed by you on a failure. You can maintain concentration on this effect as if it where a spell for a number of minutes equal to your Intelligence modifier (minimum 1). This effect ends early if the creature is damaged, or you or any of your allies forced it to make a saving throw.
  • Entangling Shot. Using conjuration magic, you create grasping, poisonous brambles, that warp the target. On a hit, it takes poison damage, and must succeed on a Strength saving throw or get its speed halved and receive magical slashing damage equal to your Intelligence modifier (minimum 1) multiplied by the amount of arcane points used the first time on each turn it moves 1 foot or more. A creature can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC, ending the effect on a success. You can maintain concentration on this effect for up to 1 minute.
  • Explosive Shot. Using evocation magic, you can charge your shots with elemental magic. The projectile deals additional acid, cold, fire or lightning damage (your choice) on an explosion with a 10 feet radius centered on the target. Creatures in the area that succeed a dexterity saving throw receive half damage.
  • Piercing Shot Using transmutation magic, you make ethereal a projectile. On a hit, the target takes magical piercing damage, and it travels in a line 1 foot wide and 30 feet long, passing harmlessly through objects and ignoring cover. Creatures in the line (except the target) must make a Dexterity saving throw, receiving the shot's damage on a failure, or half damage on a success.
  • Tracer Shot. Using divination magic, your projectile is able to mark your target. On a hit, the target receives force damage, and if it fails a charisma saving throw, you can maintain concentration as if concentrating on a spell for up to 1 minute. While keeping concentration, you know the location of the position of the creature and your ranged attack rolls against it ignore half and 3/4 cover.
  • Vampiric Shot. You weave necromancy magic into your projectile. On a hit, the target takes necrotic damage and must succeed on a Constitution saving throw or receive additional necrotic damage equal to your Intelligence modifier (minimum 1) multiplied by the arcane points used on each of its turns, regaining a number of hit points equal to the additional necrotic damage inflicted. You can maintain concentration on this effect for up to 1 minute. The creature can repeat it's saving throw at the end of each of its turns, ending the effect on a success. Undeads and constructs are immune to this shot.

Fighter Archetype: Banneret

Every group of warriors needs a leader, and every leader needs a loyal group of subordinates. Those fighters that emulate the archetype of te banneret become the most important members of their squads, as their ability to inspire their comrades and keep high the morale allows them to command and strike together as a unit. The following text replaces the SCAG's subclass entry.

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose a number of friendly creatures up to your Charisma modifier (minimum 1) within 60 of you that are able to both hear and see you. Each of them regains hit points equal to the number of hit points you regained with it.

Royal Envoy

At 3rd level, you gain proficiency in the Persuasion skill.

If already proficient, you instead gain proficiency in one of the following skills of your choice: Composure, Intimidation, Performance or Ride. You gain expertise in the Persuasion skill, regardless of the skill proficiency you gained from this feature.

Also, you learn to speak, read, and write 1 additional common language of your choice.

Battle Commander

Starting at 7th level, you can command your allies to strike with you. When you expend a superiority die, you can, as part of the same action, choose a creature that can both see and hear you within 60 feet of you. Those creatures can immediately use their reactions to make a single unarmed or weapon attack, adding the result of your superiority die to its attack roll.

Starting 18th level, you can command two creatures each time you expend a superiority dice.

Inspiring Surge

At 10th level, you can grant courage to your allies. When you use your Action Surge feature, you can select a number of friendly creatures up to your Charisma modifier (minimum 1) that can both see and hear you. Those creatures gain advantage on all their attack rolls until the beginning of your next turn.

Bulwark

At 15th level, your Indomitable feature is extended to your allies. When you use such feature to reroll a failed saving throw and you aren't incapacitated, you can choose a number of allies up to your Charisma modifier (minimum 1) within 60 feet of you that also failed their saving throws against the same effect, giving them a bonus equal to your charisma modifier (minimum 1). If those creatures can see or hear you, they can reroll their saving throws and must use the new roll.

Fighter Archetype: Battle Master

Among all warriors, there are some that specialize not only in fighting, but in becoming truw masters of battle. These fighters train themselves to become the best warriors in the world, learning an astonishing ammount of battle maneuvers an gaining the ability to make so many of them that their enemies end up overwhlemed by their martial prowess. The following text replaces the PHB's subclass entry.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with two skills of your choice from the following list: Acrobatics, Endurance, History, Intimidation, Performance, Ride or Survival.

Combat Maneuverist

At 3rd level, your superior training has allowed you to learn more battle maneuvers. You learn one additional battle maneuver. Also, whenever you gain a new fighter level that grants you an additional battle maneuver, you instead learn two of them. These additional battle maneuvers doesn't count towards the total number of maneuvers you know.

Also, you gain one additional superiority dice. You gain one additional die at 10th and 18th fighter levels.

Superior Technique

Starting 7th level, you can now increase the lethality of your maneuvers. When you roll a superiority dice, you can roll it twice and choose whichever you want.

Know Your Enemy

Starting 10th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to all the following characteristics:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points

Battle Master

Starting 15th level, you can always exploit your martial prowess. When you use a combat maneuver using your Battle Ready feature, you can always roll 1d4 for your combat maneuvers.

Relentless

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

Fighter Archetype: Cavalier

Some warriors specialize in different types of combat. While many fight on their feet, there are some fighters that come from elite groups, noble origin or nomad tribes, that specialize in fighting while mounted in different types of creatures. These warriors, known as either cavaliers, riders or wranglers, use their superiority and increased speed to fight with ease across the battlefield. The following text replaces the PHB's subclass entry.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Allure, Etiquette, History, Insight, Performance, Persuasion or Ride.

Also, you learn to speak, read, and write 1 additional common language of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Unwavering Mark

Starting at 3rd level, If you hit a creature with an unarmed attack or a melee weapon attack, you can mark the creature until the end of your next turn.

This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special unarmed or melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack roll deals extra damage to the target equal to one roll of your superiority dice.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Constitution modifier (minimum 1), and you regain all expended uses of it when you finish a short or long rest.

Swift Mount

At 7th level, you can command your mount with ease on battle. Your mount gains temporary hit points equal to your fighter level at the ending of each of your turns if you end your turn mounted on it, and remain until the ending of your next turn.

Also, you don't provoke attacks of opportunity from creatures you've damaged on your turn with unarmed or melee weapon attacks.

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line and immediately hit it with an unarmed or melee weapon attack, that target must succeed on a Strength saving throw against your maneuver DC or be knocked prone. You can use this feature only once on each of your turns.

The creature has disadvantage on it's saving throw if you're mounted when you hit it.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your's. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction but only if you didn't use your reaction to make an opportunity attack.

Fighter Archetype: Champion

Many fighters focus on improving their dominion of the battle field with different strategies or learning to use their armors, weapons and shields with mastery. These fighters instead train their bodies to the limit of their mortal bodies, improving their chances of survival and thus, their ability to bring down their enemies with their superior strength. The following text replaces the PHB's subclass entry.

Superior Physical Condition

At 3rd level, you gain expertise in the Athletics skill. Your Strength modifier is doubled for purposes of calculating your vertical and horizontal jump distances.

Finally, you no longer provoke opportunity attacks when standing up, and standing up only costs 5 feet for you.

Improved Attacks

When you choose this archetype at 3rd level, your unarmed and weapon attacks score a critical hit on a roll of 19-20.

Also, whenever you roll a 1 or 2 on an unarmed or weapon attack die, you can reroll the die once, and must use the new roll, regardless of th result.

Remarkable Athlete

Starting at 7th level, your physical condition is a key feature to your battle performance. You gain proficiency in one of the following saving throws: Constitution, Dexterity or Strength (your choice).

Also, you gain a swimming and climbing speed equal to your walking speed.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature. Whenever you finish a long rest, you can decide to change any of your known fighting styles.

Master Striker

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Also, once per turn, you can add your proficiency bonus to the damage roll of an unarmed or weapon attack you make.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier (minimum 1) up to half your hit points maximum. You don't gain this benefit if you have 0 hit points.

Fighter Archetype: Defender

Most fighters focus on ways to harm and defeat their opponents, but some rare warriors are born to defend and protect. Masterful interceptors, these fighters serve as bodyguards, royal guards and civil defenders, protecting those that they believe deserve such honor, using shields as their most precious resources and the reason why they keep surviving battle after battle.

Shield Bearer

When you choose this archetype at 3rd level, you have developed expertise with shields. You can don and doff any shield without the Handle property as a bonus action. Also, you can make a bash attack with your shield even if you are wielding a non light weapon in your main hand.

Finally, your shield protects you from attacks from creatures 2 sizes bigger than you or smaller and from weapons with the scatter property. Your shield still cannot protect you from attacks of siege weapons.

Bash Striker

Also at 3rd level, you gain the ability to effectively use your shield as a weapon. When you make a bash attack with your bonus action, you now add your Strength modifier to the damage roll.

Once per turn, when you damage a creature with a bash attack, it must succeed on a Constitution saving throw against your battle maneuver DC or become shocked until the beginning of your next turn.

Also, once per turn, if you move towards a creature at least 20 feet in a straight line and then immediately hit it with a bash attack, you can attempt to push it 5 feet away from you. The creature must succeed ona Strength saving throw against your battle maneuver DC or be pushed back 5 feet without provoking opportunity attacks.

Starting 10th level, you can instead knock prone the creature on a failure.

Protector's Dash

At 7th level, you can rush to help others. Whenever an ally you can see within 15 feet from you is targeted by a melee weapon attack, you can use your reaction to move towards it without provoking opportunity attacks, occupying it's space and becoming the new target of the attack. The original target is then pushed to any unoccupied space within 5 feet without provoking opportunity attacks. If there's no free space around the creature, then you cannot use this feature.

When you use this feature, you gain temporary hit points equal to half your fighter level (rounded up).

Protector's Stance

At 10th level, while wearins a shield, you can use a bonus action to assume a defensive stance.

While in this stance, you have the following features:

  • Your speed is reduced by 15 feet
  • Ranged attacks rolls against you have disadvantage.
  • Melee attack rolls against you subtract 1d4 while you're not blinded.

You can end this stance as a bonus action, when you fall prone or when you become restrained, paralyzed or unconscious.

Shield Master

Starting 15th level, you receive the following advantages while wearing a shield.

  • If you aren't restrained, paralyzed or unconscious, you can add half your shield's AC bonus (rounded up) to any Dexterity saving throw you make against area effects like a dragon's breath or spells.
  • 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 halve the damage on a failure, or receive no damage on a success.

Living Bulwark

At 18th level, you have become a paragon among defenders. Creatures 5 feet around you receive a +1 bonus to their AC and Dexterity saving throws while you're wielding a shield. Creatures cannot benefit from multiple sources of this feature.

Fighter Archetype: Dread Knight

The continuous presence of death and violence can drive some into a morbid obsession with death. Trough study and observation, some warriors learn to draw power from death, fueling themselves with foul necromantic magic, and eventually, larning to use such powers to raise the dead to fight for them. Feared by most and revered in Vecania, most of these warriors hail from the vecanian elite group known as Soul Reapers.

Necromancy Savant

At 3rd level, you learn how to read and write Stygian.

Also, you gain proficiency in the Intimidation skill. If already proficient, you instead gain proficiency in one of the following skills of your choice: Composure, Insight, Occultism or Survival. You gain expertise in the Intimidation skill, regardless of the skill proficiency you gained from this feature.

Death Harbinger

Beginning when you choose this archetype at 3rd level, you can infuse death into your weapons. Now, your unarmed and melee weapon attacks deal 1 additional point of necrotic damage.

This damage increases as you gain levels in the fighter class. It increases to 2 at 7th level, 3 at 10th level, 4 at 15th level and 5 at 18th fighter level.

Whenever you reduce a creature to 0 hit points with an unarmed or weapon attack, you gain temporary hit points equal to the damage inflicted by this feature.

Necromantic Warrior

Starting 7th level, you have suffused your body with death energy, gaining resistance to necrotic damage.

Also, your unarmed and melee weapon attacks ignore resistance to necrotic damage.

Raising Undeath

Starting 10th level, you now can raise the undead. You learn the Animate Dead spell. You can cast it a number of times equal to 1/3 your fighter level (rounded down), and regain all expended uses when you finish a long rest.

Zombies and skeletons you animate with this spell use your proficiency bonus for attack rolls and also add it as a bonus to their attack rolls.

Undead-like Resolve

Starting 15th level, your constant contact with death has altered you mind. You are now immune to the charmed, frightened and shocked conditions.

Death Avatar

At 18th level, Once per long rest when you use your second wind feature, you can corrupt your own body with undeath. You gain resistance to all damage types but radiant, and making your unarmed and weapon attacks to treat immunity to necrotic damage as resistance only. This effect remains for 1 minute.

Fighter Archetype: Echo Knight

Some warriors come to realize, sometimes trough magic, sometimes by accident, that all creatures have an spiritual echo, a part of ourselves that inhabit the shadowfell. Some of these warriors are purposely trained in said ways, learning to contact with this echo, and use it in battle to increase their martial prower. These warriors are common among elite squads of dragonborns and some cave dwarves, and isn't uncommon for ravenites to discover this path on their own. The following text replaces the EGtW's subclass entry.

Manifest Echo

At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your Constitution modifier (minimum 1), 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to your walking speed in any direction (no action required). If you end your with your echo further than a number of feets equal to 5 times your fighter level, it is destroyed.

  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
  • As a bonus action, you can magically swap places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.

Unleash Incarnation

At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can use your bonus action to make one additional melee attack from the echo's position, inflicting a superiority die + your Strength or Dexterity modifier on a hit (whichever was used on the attack roll).

This attack has all the properties that your weapon might have (like being magical).

Echo Avatar

Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to a number of feet equal to 100 times your fighter level away from you without being destroyed.

Shadow Martyr

Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see.

Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

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

Reclaim Potential

By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

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

Legion of One

At 18th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

Also, if you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Fighter Archetype: Eldritch Warrior

Some warriors realize that their weapons alone might not be enough to defeat their most powerful enemies. Eventually, some of these warriors study and learn about eldritch entities, powerful and otherwordly creatures that can grant power and magic in exchange for a pact.

Many of them end up contacting those entities, but sometimes, they are contacted by these quasi-divine creatures or their agents. Being imbued by their patrons with an eldritch energy known as mana, these warriors gain access to forbidden abilities to most mortals, but sometimes, the cost might be much more higher than they even realized.

Pact Magic

When you choose this archetype at 3rd level, the pact you made with your patron grants you the ability to cast eldritch spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Mana Points

The Eldritch Warrior Spellcasting table shows how many mana points you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a number of mana points equal to the desired spell's level.

You regain all expended mana point when you finish a short or long rest.

For example, if you know the 1st-level spell Charm Person and are a level 7 fighter, you can spend either 1 or 2 mana points to cast it as a 1st or 2nd level spell respectively.

Eldritch Warrior Spellcasting Table
Fighter Level Cantrips Known Spells Known Mana Points Slot Limit
3 2 2 1 1
4 2 2 2 1
5 2 3 2 1
6 2 3 2 1
7 2 4 3 2
8 2 4 3 2
9 2 5 3 2
10 3 5 4 2
11 3 6 4 2
12 3 6 4 2
13 3 7 5 3
14 3 7 5 3
15 3 8 5 3
16 3 8 6 3
17 3 9 6 3
18 3 9 6 3
19 3 10 7 4
20 3 11 7 4
Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, since they are casted using the strength of your soul. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a domain spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Otherworldly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice.

It grants you access to an additional cantrip that counts as a warlock cantrip for you but doesn't count towards the total number of cantrips you know.

  • The Ancient Beast. You have chosen the Ancient Beast as your otherworldly patron. You learn the Primal Claw* cantrip.
  • The Archfey. You have chosen the Archfey as your otherworldly patron. You learn the Pixie Dust* cantrip.
  • The Archmage. You have chosen the Archmage as your otherworldly patron. You learn the Mage Hand cantrip.
  • The Celestial. You have chosen the Celestial as your otherworldly patron. You learn the Sacred Flame cantrip.
  • The Coven. You have chosen the Coven as your otherworldly patron. You learn the Affliction* cantrip.
  • The Elder Dragon. You have chosen the Elder Dragon as your otherworldly patron. You learn the Dragon Bite* cantrip.
  • The Elemental Lord. You have chosen the Elemental Lord as your otherworldly patron. Choose an element for your patron: air, earth, fire or water. Each element gives you a unique cantrip: Gust cantrip for air elemental. Mold Earth for earth elemental. Control Flames for fire elemental. Shape Water for water elemental.
  • The Fathomless. You have chosen the Fathomless as your otherworldly patron. You learn the Water Whip* cantrip.
  • The Fiend. You have chosen the Fiend as your otherworldly patron. You learn the Fire Bolt cantrip.
  • The Forest Guardian. You have chosen the Forest Guardian as your otherworldly patron. You learn the Thorn Whip* cantrip.
  • The Frozen One. You have chosen the Frozen One as your otherworldly patron. You learn the Frostbite cantrip.
  • The Genie. You have chosen the Genie as your otherworldly patron. You learn the Resistance cantrip.
  • The Great Old One. You have chosen the Great Old One as your otherworldly patron. You learn the Mind Sliver cantrip.
  • The Hexblade. You have chosen the Hexblade as your otherworldly patron. You learn the Nightmare* cantrip.
  • The Machine. You have chosen the Machine as your otherworldly patron. You learn the Iron Grasp* cantrip.
  • The Norn. You have chosen the Norn as your otherworldly patron. You learn the True Strike* cantrip.
  • The Primal Spirit. You have chosen the Primal Spirit as your otherworldly patron. You learn the Primal Savagery cantrip.
  • The Undead. You have chosen the Undead as your otherworldly patron. You learn the Toll the Dead* cantrip.
  • The Undying. You have chosen the Undying as your otherworldly patron. You learn the Soul Drain* cantrip.
  • The Warmonger. You have chosen the Warmonger as your otherworldly patron. You learn the Elemental Strike* cantrip.

Pact Weapon

Also at 3rd level, your chosen patron grants you the ability to summon an eldritch magical weapon in your hand as a bonus action. The summoned weapon can be any simple or martial weapon or a firearm, but don't produce ammunition. It is magical for the purposes of overcoming resistance and immunity to non-magical damage, and can be used as a spellcasting focus for your warlock spells.

You can have only a single pact weapon summoned at a time, and creating a new one makes the first one to disappear.

Loyalty's Boon

Starting 7th level, your patron recognizes your value as an agent, and grants you access to additional power. You learn two eldritch gifts from the Warlock class. You must met any needed prerequisites for a given invocation.

You gain two additional warlock eldritch gifts at 18th level.

You can change any of these eldritch gifts whenever you gain a new level in the fighter class.

Mana Invigoration

Starting 10th level, you can use the mana that your patron grants you to empower you physically. If you use your action to cast a warlock spell and then use your Action Surge feature, you gain advantage on all weapon attack rolls you make until the ending of your current turn.

You can use this feature once between short or long rests.

Improved Pact Weapon

Starting 15th level, your weapon attacks inflict 1d6 of additional force damage on a hit.

Fighter Archetype: Gunslinger

The invention of firearms changed war and the power balance of the world. As these weapons became popular, some individuals soon started to focus on them, practicing until they became experts shooters. Masterful shooters and expert fabricators, these fighters have a quick aim and a quicker finger, some gunslingers have been able to shoot down even flying dragons on their own.

Expert Gunner

When you choose this feature at 3rd level, you gain proficiency with the gunsmith's tools. Also, you can reload firearms with the reload property as an interaction.

Gunman

When you choose this archetype at 3rd level, you've developed unique abilities using firearms. You have the following benefits.

  • Gun Points. You have a pool of points named gun points with an amount of points equal to your Dexterity modifier (minimum 1). These points can be used to make special attacks named trickshots, that you learn as you gain levels in this class. You regain all of your expended gun points when you finish a short or long rest.
  • Trickshots. Trickshots are a wide range of maneuvers that you can use when you make an attack roll. You must declare the use of the shot before making the attack roll. You can only use a single trickshot per turn, and can apply a trickshot to a battle maneuver effect.
  • Saving Throws. When a trickshot requires your target to make asaving throw, it does so against your battle maneuver DC.

Basic Trickshots

At 3rd level, you have the following trickshots available:

  • Dead-Shot. Once on your turn when you take the attack action, you can spend one trickshot to gain advantage on your attack roll.
  • Fast reaload. As a bonus action, you can reload a firearm without the scatter nor two-handed property and make an attack roll with that weapon.
  • Long Shot. You can make a shot at long distance without disadvantage.
  • Point-Blank Shot. You ignore disadvantage at melee range. If the target is of medium or smaller size, it must succeed on a strength saving throw or be pushed 5 feet away (without provoking attacks of opportunity).

Trickshots can only be produced with firearms without the Scatter property.

Called Shots

Starting 7th level, you now can make special trickshots against specific body parts of your targets.

  • Arm. On a hit, the target must make a strength saving throw, or drop whatever it is holding on that hand.
  • Head. On a hit, the target makes a constitution saving throw. On a failure, it gets disadvantage on attack rolls and skill checks until the beginning of your next turn.
  • Leg. On a hit, the target must succeed on a constitution saving throw or have it's speed reduced by 10 feet until the beginning of your next turn.
  • Torso. On a hit, the target makes a constitution saving throw. On a failure it suffers 2 superiority die rolls as piercing damage at the beginning of it's next turn.
  • Wing. On a hit, the target must succeed on a strength saving throw or fall 30 feet that turn. The target's flying speed is halved until the beginning of your next turn.

More Trickshots

Starting 10th level, your gain two additional gun points.

Deadeye

At 15th level, now your firearm attacks score a critical hit on a roll of 19-20.

Quick Hand

Starting 18th level, if you roll initiative and have no remaining gun points, you regain 2 gun points.

Fighter Archetype: Mage Knight

Magic is maybe the most powerful tools a mortal can access, and if someone is able to combine both martial prowess and arcane proficieny, it is surely in a road to become a legend. Some warriors receive training in the arcane ways, learning slowly but steadily to combine both tools, gaining the title of Mage Knights. To become one is the dream of many, and they compose the bulk of many elite vecanian battalions. This subclass replaces the Eldritch Knight subclass.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast arcane spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

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

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Mage Knight Spellcasting Table
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3 2 3 2
4 2 3 3
5 2 4 3
6 2 4 3
7 2 5 4 2
8 2 5 4 2
9 2 6 4 2
10 3 6 4 3
11 3 7 4 3
12 3 7 4 3
13 3 8 4 3 2
14 3 8 4 3 2
15 3 9 4 3 2
16 3 9 4 3 3
17 3 10 4 3 3
18 3 10 4 3 3
19 3 10 4 3 3 1
20 3 11 4 3 3 1
Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Mage Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

You learn one spell of 1st level that can came from any school of magic from the wizard spell list which doesn't count towards te total number of spells you know. You learn in this way a 2nd level spell at 7th level, a 3rd level spell at 13th level, and a 4th level spell at 19th level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 7th, 13th, or 19th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization.

You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Weapon Bond

When you choose this archetype at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

You can use any of your bonded weapons as a spellcasting focus for your wizard spells.

Arcane Training

Also at 3rd level, you gain proficiency in the Arcana skill.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Arcane Recovery

Also at 7th level, you can recover an small amount of magic if you tap into your inner reserves of energy. When you use your Second Wind feature, you also recover spell slots for a combined level that is equal to or less than 1/3 your fighter level (rounded down), and none of the slots can be 4th level.

For example, if you're a 2th-level fighter, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Fighter Archetype: Marksman

Masters of guerrilla warfare, these shooters are feared for their prowess and precision. With the creation of firearms, most marksmen became gunslingers, but some still follow the traditional ways. These marksmen are experts using the terrain and surprise tactics to their advantage, perfectioning the use of tradiaional bows and crossbows.

Guerrilla Training

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Acrobatics, Escapism, Nature, Perception, Stealth or Survival.

Shooting Stance

At 3rd level, you can assume a special stance that increases the power and precision of your shots. If you haven't moved during your turn and you're wielding a two-handed ranged weapon, you can use a bonus action to take an aiming stance, granting you the following benefits until the end of your current turn:

  • Your movement speed is reduced to 0 feet.
  • You gain advantage on your first ranged weapon attack each turn.
  • When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll.

This stance ends early if you are knocked prone, pulled, pushed, grappled, restrained, paralyzed or incapacitated.

Ready Shot

Starting 7th level, you are now ever ready to combat. You now add your proficiency bonus to your initiative rolls.

Skirmisher

At 10th level, when an attack you can see targets you, you can use your reaction to impose disadvantage on the attack and move up to 15 feet in any direction of your choice without provoking opportunity attacks

You can use this feature even if you used your shooting stance on your last turn.

Rapid Shooter

Starting 15th level, you can shoot even faster. Whenever you enter your shooting stance, you can make a ranged weapon attack as part of the same bonus action.

Deadly Shot

At 18th level, whenever you score a critical hit with a two-handed ranged weapon, you can roll one extra weapon damage dice.

Fighter Archetype: Master-At-Arms

Warriors heavily depend on their mastery of armors and weapons, and those that know how to better use them have a higher chance for survival. Those fighters that specialize in the perfection of the use of their equipment become masters of fight and warfare, training said techniques even beyond mortal known limits. The result of their intense training allows them to devastate whole squadrons of enemies with a storm of attacks using different weapons in quick bursts.

Warfare Master

At 3rd level, you are able to draw or stow two weapons when you would normally be able to draw or stow only one. By 15th level, you can instead draw or stow up to three weapons.

Also, you can don or doff any shield as a bonus action, and you take only half the time needed to don or doff armor.

Adaptative Fighting

Beginning when you choose this archetype at 3rd level, you can choose a second option from the Fighting Style class feature. Whenever you finish a full rest, you can decide to change any of your known fighting styles.

Parrying

Starting 7th level, when you receive damage from a weapon or unarmed attack that you can see, you can use your reaction to roll your wielded weapons damage die, reducing the damage by an amount equal to the number rolled (to a minimum of 0 damage).

At 15th level, you can add your Strength or Dexterity modifier (your choice) to each weapon to the parrying roll.

Armor Master

At 10th level, your armor's damage reduction increases by two.

Weapon's Tornado

Starting 18th level, when you use the attack action on your turn and inflict bludgeoning, piercing and slashing damage against the same creature with at least two different weapons, you can make an attack with a weapon as a bonus action, scoring a critical hit on a roll of 18-20.

Fighter Archetype: Polearm Specialist

Polearms were invented, adapted and perfected to gain an upper hand in melee combat, using the safety that distance and martial training combined grants to soldiers. Countless battles have been won thanks to the heroic efforts of warriors using their superior tactics using long polearm weapons. These fighters specialize in such deadly weapons, using them with high precision and elegant mastery.

Bonus Proficiency

At 3rd level, you gain proficiency in one skill of your choice from the following list: Endurance, History or Performance.

Specialized Warrior

When you choose this archetype at 3rd level, you have practiced tirelessly with a particular type of polearm weapons. Choose one of the following specializations (you cannot change it later).

  • Hoplite. You have trained with a shield in your off hand and either a quarterstaff, spear, trident or shortspear in your main hand. You can make bash attacks while wielding these weapons, and you can add your Strength modifier to bash attack damage rolls.
  • Javelineer. You are trained to fight with javelins, shortspears, tridents and spear throwers. You no longer have disadvantage on attack rolls when attacking at long distance with these weapons.
  • Lancer. You have mastered the use of lances. You no longer have disadvantage when attacking a creature within 5 feet from you with them.
  • Pikeman. You are trained in the use of two-handed polearms with superior range like glaives, halberds, polehammers and pikes. You have advantage on opportunity attacks using your favored weapon.
  • Stick Fighter. You've devoted yourself to the mastery of bladed staffs and quarterstaves. Whenever you're using any of these weapons as a versatile weapon, its damage becomes 1d10.

Weapon Maneuvering

Also at 7th level, you can learn a special battle maneuver that you can use only with your favored weapons if you hit a creature one size bigger than you or smaller.

  • Bashing Impact. (Hoplite) As part of the attack action, you can replace one of your attacks with a bash attack adding your superiority dice to the damage roll. On a hit, the creature must succeed on a Constitution saving throw or become shocked until the beginning of your next turn.
  • Dry Brake (Javelineer). When a creature within 60 feet of you moves, you can use your reaction to make a ranged attack against it. On a hit, you add the superiority dice to the damage roll, and the creature must succeed on a Strength saving throw or have it's speed reduced to 0 until the beginning of your next turn.
  • Joust Strike (Lancer). If you move at least 10 feet towards a creature before hiting it with your lance, you can add a superiority die to the damage roll of the attack. The creature must succeed on a Strength saving throw or fall prone. If you're mounted, the creature has disadvantage on it's saving throw.
  • Savage Thrust (Pikeman). When you hit a creature on your turn, you can add a superiority die to the damage of the attack. If it fails a constitution saving throw, it gets two stacks of the bleeding condition. Bloodless creatures are immune to this maneuver.
  • Tripping Attack (Stick Fighter). As part of the attack action, once per turn when you attack a creature of large or smaller size, you can target its legs. The creature must succeed on a dexterity saving throw or be knocked prone, adding the superiority dice to the damage roll.

Threatening Range

Also at 7th level, when a creature comes within your range, and you're using any of your favored weapons, you can use your reaction to make a weapon attack against it.

Defensive Stance

Starting 10th level, attackers have a hard time trying to hit you. Melee attack rolls that hit you must roll twice their damage rolls and use the lower result.

Ready Fight

Starting 15th level, you are always ready for battle. You have advantage on initiative checks.

Also, your first attack with your favored weapons on each of your turns has advantage if you don't start your turn blinded, grappled, paralyzed, prone or restrained.

Polearm Mastery

At 18th level, whenever an enemy fails a melee weapon attack against you, you can use your reaction to try to disarm it: the creature must succeed on a strength saving throw against your battle maneuver DC or be disarmed.

Also, your AC is increased by 1 while you are wielding your favored weapons.

Fighter Archetype: Psi Warrior

Some individuals are blessed with psionic abilities, a rare trait that some mortals can develop, and that are clear marks of the influence of the Far Realm over these individuals.

Some of these individuals sometimes end up becoming warriors, be it before or after discovering their psionic powers. Soon, they learn to focus their psionic abilities to enhance their physical abilities and thus, improve their survivability and overall strength. The following text replaces the TCoE's subclass entry.

Telepathic Speech

When you choose this archetype at 3rd level, you gain the ability to speak to others telepathically. You can talk to any creature you can see within 30 feet of you, but you cannot read their minds. Creatures cannot answer you in this way.

You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Psionic Power

At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which have the same size as your superiority dice. You have a number of these dice equal to your fighter level, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.

The powers below use your Psionic Energy dice.

  • Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum of 1), as you create a momentary shield of telekinetic force.
  • Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.
  • Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Adept

By the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.

  • Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
  • Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Also, when you use your second wind feature you regain a number of expended Psionic Energy die equal to 1/4 your fighter level (rounded down).

Guarded Mind

Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You now add half your proficiency bonus (rounded down) to any Intelligence and Wisdom saving throw you make.

Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Master

By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

Fighter Archetype: Pugilist

Some fighters prefer to use their bodies as their weapons, usually learning their knacks on the streets or after being mentored by an expert pugilist. These bare-knucked fighters are able to break bones, hold chokes and knock out their opponents using only their bodies as weapons, quick reactions and incredible strength, as they use kicks, headbutts, jabs, hammer strikes, locks and many other techniques to win every single fight they get on.

Hardened Combatant

Beginning when you choose this archetype at 3rd level, you can now calculate your AC as 10 + your Dexterity modifier + your Constitution modifier while you're not wearing armor. You can wear a shield and still benefit from this feature.

Also, you can now use your bonus action to make one unarmed attack after taking the attack action on your turn.

Striking Maneuvers

At 3rd level, once per turn, when you deal damage with an unarmed attack, you can attempt to apply a tilt to your enemy using a striking maneuver against it as a bonus action. These maneuvers require a saving throw against your Battle maneuver DC.

  • Dirty Fight. The creature must succeed on a dexterity saving throw or become blinded until the beginning of your next turn.
  • Knocking Blow. The creature must succeed on a constitution saving throw or lose it's ability to take reactions until the beginning of your next turn.
  • Head Lock. The creature must succeed on a dexterity saving throw, or allow you to make a grapple attempt as part of the same attack.
  • Low Kick. The creature must succeed on a strength saving throw or be knocked prone.

You can use these maneuvers a number of times equal to your Constitution modifier (minimum 1), and recover all expended uses when you finish a short or long rest.

Mighty Fists

At 7th level, your unarmed attacks are now considered magical for purposes of overcoming resistance and immunities to non-magical attacks, and off hand unarmed attacks now add your strength modifier to damage rolls.

Also, at the start of each of your turns, you can decide to inflict your strength modifier (minimum 1) as bludgeoning damage to one creature grappled by you.

Foot Work

Starting 10th level, you gain the following advantages:

  • You can take the disengage action as a bonus action on your turn after taking the attack action.
  • You can take the dash action and then make two unarmed attacks against the same creature as a bonus action.

Knock Out

Starting 15th level, your unarmed strikes now can know out your opponents. Creatures hit by a critical strike of your unarmed attacks must succeed on a Constitution saving throw against your Battle Maneuver DC or fall unconscious for 1 minute. Receiving damage allows the creature to repeat the saving throw, regaining consciousness on a success.

Reckless Combo

At 18th level, you can connect consecutive attacks against a target. When you hit a creature with two consecutive unarmed attacks on your turn, your next attack against it before the ending of your current turn gains advantage. You can potentially use this feature more than once per turn.

Fighter Archetype: Rune Knight

The ancient iron giants taught mortals all about their craft, but what little people know, is that, in deed, giants were as capable of doing magic as dragons themselves. Those few mortals that iron giants found really worthy were taught the primal magic of their people: Runic magic. While few of them could really do something with said runes (as mortals had no magical proficiency back in the days), they learned to imbue their own bodies with them to increase their fighting prowess, thus giving mortals advantage on the war. These warriors are extremely rare nowadays, but can be seen with certain frequency to be popular among dwarves and goliaths. The following text replaces the TCoE's subclass entry.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with calligrapher’s supplies, and you learn to speak, read, and write in Giant. If you already know said language, then you learn any other common language of your choice.

Rune Carver

Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature.

When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

Fighter Level Runes Known
3 2
7 3
10 4
15 5

During a long rest, you can work for 30 minutes on a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects if you have smith's tools to do so. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

  • Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

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

Giant Might

At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You add a +2 to all your unarmed and melee weapon damage rolls.
  • You have advantage on Strength checks and Strength saving throws.

You can use this feature a number of times equal to your Constitution modifier (minimum 1), and you regain all expended uses of it when you finish a long rest.

Runic Shield

At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

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.

Great Stature

By 10th level, the magic of your runes permanently alters you.

When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Moreover, the extra damage you deal with your Giant's Might feature increases to +3.

Also, from now on, whenever you use your second Wind feature, you also regain one use of your Giant Might feature.

Master of Runes

At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Runic Juggernaut

At 18th level, you learn how to amplify your rune-powered transformation. As a result, when you use your Giant's Might feature, you can decide to increase your size to Huge instead of Large but only if you have enough space for it. If you do so, the extra damage you deal with the Giant's Might feature increases to +4 and your reach increases by 5 feet.

Fighter Archetype: Samurai

There are some mortals that are trained since young age to become not only warriors, but noble protectors that serve different lords, nobles and sometimes even nobility. These warriors, known by some as samurai as by others as blade masters, have a focused spirit every ready to battle. They can force themselves to keep fighting for those they deem worthy, and their sole will is often enough to keep them going despite having received gruesome wounds that would have killed most. The following text replaces the XGtE's subclass entry.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, Persuasion or Politics.

Also, you learn to speak, read, and write 1 additional common language of your choice.

Blade Stance

Starting 3rd level, you've learned to protect yourself using only your weapons. You gain a +1 bonus to your AC as long as you're wielding only a melee simple or martial weapon without the Light property and no shield.

Also, you can decide to forgo this bonus to your AC on your turn when you take the attack action to add your proficiency bonus to all your melee weapon damage rolls until the beginning of your next turn.

This feature doesn't stack the bonus to AC with the Adaptive Fighting nor Classical Fencing fighting styles.

Fighting Spirit

Starting at 7th level, your intensity in battle can shield you and help you strike true. When you spend a superiority die to use a battle maneuver on your turn, you gain advantage on all weapon attack rolls until the end of the current turn.

When you do so, you also gain temporary hit points equal to the number rolled on the superiority die, and remain until the beginning of your next turn. These temporary hit points don't stack with those granted by battle maneuvers.

Elegant Courtier

Also 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.

Trained Mind

Starting 10th level, your self-control allows you to keep you calmed and focused on even the most dire situations. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Rapid Strike

Starting at 15th level, you can trade accuracy for swiftness. once on each of your turns when you take the Attack action and have advantage on a melee attack roll against one creature, you can forgo the advantage for that roll to make one extra weapon attack against it as part of the same action.

Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the actual turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you.

When the extra turn ends, the turn you interrupted is resumed and you fall unconscious if you still have 0 hit points.

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

Fighter Archetype: Scoundrel

Not all fighters train to be honorable knights or respectable and admired members of their communities and organizations. Some know that taking advantage of any opportunity is vital to survive combat, and some of them focus on provoking such opportunities, fighting dirty, escape through small openings on enemy formations, punish targets for their carelessness and mistakes and even using others as living shields. The terror of honorable warriors, these fighters have no respect nor need for honor and etiquette.

Street Training

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Escapism, Intimidation, Sleight of Hand, Stealth or Streetwise.

Also, you now comprehend the secret code of scoundrels. You learn Thieve's Cant.

Scoundrel Tactics

Starting 3rd level, you have mastered some tricks that can be used in combat to easily defeat your careless opponents.

  • When you use the disengage or dodge action, you can make a single weapon or unarmed attack against a creature within 5 feet from you.
  • You no longer provoke opportunity attacks when standing up after being knocked prone.
  • You have advantage on melee unarmed and weapon attacks against creatures you're grappling.

Dirty Figthing

Starting 7th level, your combat style allows you to fight dirty and overcome your opponents. You gain the following tricks that can be used when you hit a creature with an attack with advantage on your turn:

  • Blinding Strike. The creature must succeed on a Dexterity saving throw against your Battle Maneuver DC or gain disadvantage on all it's attack rolls until the beginning of your next turn. Creatures immune to be blinded are are immune to this effect.
  • Distraction. - You can force the creature to roll an Intelligence saving throw against your Battle Maneuver DC. On a failure, you gain advantage on all your unarmed or weapon attacks against it until the end of your current turn. Creatures with truesight are immune to this effect.
  • Opportunistic Grapple. If you hit a creature of your size or smaller with a melee unarmed or weapon attack, you can force it to make a a Dexterity or Strength saving throw (it's choice) against your battle maneuver DC. On a failure, it is grappled.
  • Tripping Attack. If the creature is one size larger than you or smaller, it must succeed on a Dexterity saving throw against your Battle Maneuver DC, falling prone on a failure.

You can use these tricks only once per turn, and can use them a number of times equal to your Constitution modifier (minimum 1) and recover all expended uses when you finish a short or long rest.

Meat Shield

By 10th level, you have learned how to shield yourself using others. If you're targeted by an attack roll you can see while grappling a creature, you can use your reaction to change positions with the grappled creature and make it the target of the roll. You must do so before the attack roll is made.

Turn the Knife

Starting 15th level, you increase the damage of every strike. When you apply one of your Dirty Fighting tricks, you deal 1d8 additional damage on the damage roll.

Expert Opportunist

Starting at 18th level, you can now use your Dirty Fighting tricks whenever you hit a creature with an attack roll without disadvantage.

Fighter Archetype: Tactician

While soldiers are needed to achieve victory on battles, most of them wouldn't know how and where to strike to take the most out of any situation.

Leading big groups of frightened, tired and wounded warriors can result in certain defeat. Armies rely on leaders such as bannerets to keep the morale high, but the true heroes and masterminds behind every achieved victory are tacticians, experimented warriors that use their superior intellect and their ability to foresee trouble to strike true against their enemies, planing ahead, and ultimately guaranteeing if not victory, at least survival for their troops with the least amount of casualties and material loses possible.

Student of War

At 3rd level, you gain proficiency in the History skill. If already proficient, you instead gain proficiency in one of the following skills of your choice: Composure, Insight, Persuasion or Survival. You gain expertise in the History skill, regardless of the skill proficiency you gained from this feature.

Also, you now can calculate your Battle Maneuver DC using Intelligence instead of Strength of Dexterity, and establish said DC with Intelligence regardless of the ability used on your attacks.

Tactical Orders

Also at 3rd level, you've studied battle tactics and developed your own strategies. Once on each of your turns, you can use your action to command a willing creature that you can see and that can hear you within 60 feet of you. The creature gains one of the following advantages of your choice:

  • Attack. The creature can make an additional attack as part of the attack action on it's next turn.
  • Battle Maneuver. You select one of your known battle maneuvers. The ordered creature can use said battle maneuver before the ending of it's next turn, spending one of your superiority die.
  • Charge. The creature gains the benefit of the dash action until the end of it's next turn.
  • Fall Back. The creature gains the benefit of the disengage action until the end of it's next turn.
  • Focus. The creature gains advantage on all Intelligence and Wisdom checks and saving throws until the beginning of your next turn.
  • Hold On. The creature gains advantage on all Constitution and Strength checks and saving throws until the beginning of your next turn.

You can make an unarmed or weapon attack on each of your turns after using your action to command another creature.

You can do so a number of times equal to your Intelligence modifier (minimum 1) and recover all expended uses when you finish a short or long rest.

Ever Ready

Starting 7th level, you are always prepared for any possible conflict. You now add your Intelligence modifier (minimum 1) to all your Initiative checks, and you can’t be surprised while you are conscious.

Finally, whenever you use your Second Wind feature, you also recover all expended uses of your Tactical orders feature.

Superior Commander

Starting 10th level, you ability to command troops on the battle field is increased. You can now use your Tactical Orders feature using either your action or your bonus action.

If you use your action to command a creature with said feature, you can command two creatures instead.

Superior Orders

Starting 15th level, your orders also boost the morale of your troops. Creatures you command using your Tactical Orders feature gain one of the following advantages (your choice):

  • Invigoration. The creature gains temporary hit points equal to 1d6 + your Intelligence modifier (minimum 1).
  • Morale Boost. The creature adds your intelligence modifier (minimum 1) as a bonus to it's next attack roll.

Elite Tactician

By 18th level, you've become a masterful tactician feared by whole armies. Now, whenever you use your action to command a creature with your Tactical Orders feature, you can command three creatures instead of two.

Fighter Archetype: Templar

Not all blessed knights who strive to protect the common folk are obligated to follow the oaths of paladins. Some mortals begin their training at very young ages in mighty fortress-temples (hence "Templars") to battle against evil and spellcasters. They develop some special abilities that allow them to fight evil and inspire their comrades, as they pass for an initiation rite that infuses them with a rare formula made of Vecanite and Orichalcum.

These warriors, very popular and respected all across Arivanthor, are experts at fighting evil doers and deranged witches and warlocks who prey upon us all.

Templar Training

Beginning when you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, History, Investigation, Occultism or Religion.

Also, you learn the Detect Magic spell. You can cast it a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Righteous Strikes

Starting 3rd level, you can channel the disruptive energy of orichalcum on your strikes. Your melee weapon attacks deal bonus damage equal to 1/3 your fighter level (rounded up) against spellcasters as well as against aberrations, celestials, fey, fiends and undead, and are considered magical against them for purposes of overcoming resistance and immunity to non magical damage.

Mental Fortress

Staring 7th level, your mind is protected from magical effects. You gain advantage on all Charisma, Intelligence and Wisdom saves against spells.

Spell Purge

At 10th level, your weapons can now dispell magic. When you hit a creature with a melee weapon attack, and such creature is under the effects of a spell, you can, as a bonus action, cast the Dispell Magic spell against said spell as a 3rd level spell. Wisdom is your spellcasting ability for this spell. If you successfully dispell it in this way, you inflict twice the dispelled spell level as force damage against the target.

The strength of the spell increases as you gain levels in the fighter class.

At 14th fighter level, it counts as a 4th level spell, and as a 5th level spell at 18th fighter level.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Aura of Righteousness

Starting 15th level, your allies become imbued by your righteousness. All unarmed and weapon attacks (even ranged ones) of all creatures of your choice within 10 feet of you gain the benefit of your Righteous Strikes feature.

Annulment

Starting 18th level, the mix of mineral powders in your body allow you to cast the Antimagic Field spell.

You can use this feature once and recover the ability to do so when you finish a long rest.

Fighter Archetype: War Tinkerer

Soldiers need weapons, armors and siege machinery, objects that have slowly become necessary and indispensable to fight at par against their enemies. Few individuals have the needed intelligence and creativity, as well as the martial prowess to fight toe to toe with others as well as to provide support and enhancements for the troops. These valuable soldiers, known as gadgeteers, tinkerers or war engineers are highly valuable for armies around the world, and are extremely rare outside of armies and nations controlled or composed mainly by gnomes, sun elves or hobgoblins, and can be sometimes found serving as extremely expensive mercenaries, both contracted and offered by the city states of Sapphire Hold and Tagum Karath.

Inventive Knack

When you choose this archetype at 3rd level, you gain proficiency with tinker's tools.

Also, you learn the mending cantrip. You can use your tinker's tools as a spellcasting focus for it.

Modular Weapon

Starting 3rd level, you can work over the course of two hours during a long rest as long as you have tinker's tools with you to create a special modular weapon. This weapon has the weight and strength requirement of the heavier weapon and can include any two different weapons of your choice without the Especial or Scatter properties. You can replace any of these weapons working again on it during a long rest as long as you have your tinker's tools.

If you combine a weapon with the Light property with weapons without it, it loses such property. If you combine a Heavy weapon in the modular weapon, all weapons on it gain that property.

If any of the weapons included on your modular weapon has a special property, like being silvered, magical or adamantine, all of them gain the same property. Special effects of magical weapons, like a +1 whip or a Dragon Slayer handaxe only apply to the weapon that posses it.

Magical Weapons requiring attunement must be attuned first before including them on your modular weapon, and each of them occupies a slot for attuned items.

You can change once between these weapons on each of your turns without requiring an action. Instead, you can use a bonus action on each of your turns to change to another weapon within your modular weapon and immediately make an attack as part of the same bonus action. This weapon has a series of strange mechanism designed by you, making this property only usable by you (although other creatures can still use the active weapon at a time).

You can include a third additional weapon in your modular weapon at 15th fighter level.

You can have a single modular weapon created in this way, and creating a new one causes the first one to fall apart.

Tinkerer Infusions

Starting 7th level, you've learned how to imbue certain items to enhance them with your tinkering abilities. You learn two infusions from those available to the artificer class. These infusions cannot replicate spells, and you cannot choose the Replicate Magic Item infusion. If any of these infusions has a level prerequisite, you use your fighter level for this purpose.

You learn one additional artificer infusion at 10th, 15th and 18th fighter level. You can change any of these infusions when you gain a new level in the fighter class.

You can infuse items abiding to the same rules as those of the Infuse item feature of the artificer class. You can have two items infused at 7th level, and can imbue additional items as you gain levels in this class. You can have three infused items at 10th level, and four at 18th fighter level.

If you infuse your modular weapon, all weapons included in it benefit from the same infusion, but you can only grant a single infusion to this weapon as normal and only if it isn't magical already.

Additional Creations

By 10th level, you have enough proficiency to maintain two modular weapons, allowing you to create a second one.

Infused Module

Starting 15th level, you can now technologically infuse your modular weapon even if it is already magical or has other infusions. You gain the ability of replace one of the slots for weapons in your modular weapon with a single infusion of your choice using one of your available infusions.

This infusion is special, as it requires a slot of your attuned items, even if the original infusion doesn't requires one. If it already requires one, it instead occupies two slots.

You can do so only once per modular weapon.

Improved Modular Weapons

Starting 18th level, you can further improve your modular weapon. Your Modular Weapon shares now special bonuses from weapons. For example, if it includes a +2 shortsword, all weapons on the modular weapon gain a +2 to both attack and damage rolls, replacing lower bonuses.

Other magical properties still only apply to the weapon they belong to.

Monk

Not all warriors depend on deadly blades, thick armors, agile shields or sharp claws. Some develop their way of fighting by using only their bodies, a strange ability that only few selected mortals can achieve. This training, known as the way of ki, drives mortals to become simple students of the way, learning slowly how to use their own bodies as weapons, and eventually, develop a relationship with their own soul so deep that many of them end up being able to tap into their own vital force, this so called ki. Monks that learn how to use this energy become fearsome opponents, able to rain countless strikes over their enemies with the velocity of the lightning. They may be dangerous rivals, but in fact, many of them prefer the pacifist way and only fight as a last resource, developing different techniques to incapacitate their enemies quickly, mostly avoiding dealing lethal damage to them. Those who achieve ultimate control over their bodies become living legends, capable of feats so impossible than no other mortal will be capable of without magic.

Class Features

Hit Points

  • Hit Dice: 1d10 per Monk level
  • Hit Points at 1st Level: 10 + Your Constitution modifier
  • Hit Points at Higher Level: 1d10 (or 6) + your Constitution modifier per monk level after 1st.

Proficiencies

  • Armor: None.
  • Weapons: Simple weapons, claws, double clubs, shortswords, rope darts.
  • Tools: Choose one type of artisan's tools and one musical instrument.
  • Saving Throws: Strength, Dexterity.
  • Skills: Choose four from Acrobatics, Athletics, Composure, Endurance, Escapism, History, Insight, Religion, and Stealth.
Monk
Level Proficiency Bonus Features Martial Arts Unarmored Movement Techniques Known
1st +2 Unarmored Defense, Unarmored Movement, Martial Arts 1d4 +5 ft.
2nd +2 Ki, Flurry of Blows 1d4 +5 ft. 3
3nd +2 Monastic Tradition 1d4 +5 ft. 3
4rd +2 Ability Score Improvement 1d4 +5 ft. 4
5th +3 Extra Attack, Ki Fueled Attack 1d6 +5 ft. 4
6th +3 Ki-Empowered Strikes, Monastic Tradition Feature 1d6 +10 ft. 5
7th +3 Spirit of Tranquility 1d6 +10 ft. 5
8th +3 Ability Score Improvement 1d6 +10 ft. 6
9th +4 Improved Unarmored Movement 1d8 +10 ft. 6
10th +4 Purity of Body 1d8 +10 ft. 7
11th +4 Monastic Tradition Feature 1d8 +15 ft. 7
12th +4 Ability Score Improvement 1d8 +15 ft. 8
13th +5 Evasion 1d10 +15 ft. 8
14th +5 Timeless Body 1d10 +15 ft. 9
15th +5 Adamantine Self 1d10 +15 ft. 9
16th +5 Ability Score Improvement 1d10 +20 ft. 10
17th +6 Monastic Tradition Feature 1d12 +20 ft. 10
18th +6 Burst of Blows 1d12 +20 ft. 11
19th +6 Ability Score Improvement 1d12 +20 ft. 11
20th +6 Diamond Soul 1d12 +20 ft. 12

Equipment

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

  • (a) a shortsword, (b) a double club or (c) a rope dart
  • Any simple weapon
  • (a) a shortbow and 20 arrows or (b) 20 darts
  • (a) a holy symbol, (b) a musical instrument or (c) a set of artisan's tools
  • (a) a dungeoneer's pack or (b) an explorer's pack

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, you can choose one way to calculate your AC.

  • Learning to dodge attacks, you can calculate your AC as 10 + your Dexterity modifier + your Wisdom modifier.
  • Being accustomed to pain, your AC equals 10 + twice your Constitution modifier.

Either way, you have a damage reduction of 1 against all types of damage but force and psychic damage.

You can change the way you calculate your unarmored defense whenever you gain a new level in the monk class.

Martial Arts

At 1st level, your meditation and physical training has turned your body into a whole deadly weapon, as well as granting you the ability to wield some weapons, known as monk weapons, that are any simple melee weapons, claws, double clubs, shortwsords and rope darts, that also lack the two-handed or heavy properties.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Unarmored Movement

At 1st level, your speed increases by 5 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Ki

Starting at 2nd level, your training and meditation allows you to harness the mystic energy of ki that flows in your body, which you can tap into to fuel special Ki Techniques.

Ki Points

You gain access to this mystical energy, that is represented by a number of ki points equal to twice your monk level.

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 30 minutes of the rest meditating to regain your ki points.

Ki Techniques Known

Monks learn along their training to produce powerful and amazing effects, impossible to most mortals. Many of these techniques are developed to be used in combat, but many others are developed to cover more mundane tasks.

At 2nd level, you know two Techniques of your choice from the list at the end of this class description. The Monk table shows when you learn more Techniques of your choice. Each time you gain a monk level, you can choose a Technique you know and replace it with another Technique of your choice.

Ki Saving Throws

Techniques rely on your mastery of body and spirit, and grow in proportion to your self-control. When a Technique requires a saving throw, its saving throw DC is calculated as follows:

Technique Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Flurry of Blows

Starting 2nd level, you can tap into your ki to strike multiple times in a pinch. When you take the Attack action on your turn, you can spend 1 Ki Point to make two unarmed strikes as a bonus action on that same turn instead of only one.

Monastic Tradition

When you reach 3rd level, you commit your soul to the teachings of a specific monastic tradition among the 13 known ways of Abbeorht. This tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

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

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ki-Fueled Attack

Also at 5th level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Spirit of Tranquility

By 7th level, your connection to your soul enhances your defenses. Whenever you make a saving throw you're not proficient in while you are conscious, you gain a bonus to your roll equal to half your Wisdom modifier (minimum 1).

Also, you may spend 2 ki points as a bonus action to immediately end any charmed or frightened condition on you. You can do so a number of times equal to your Wisdom modifier (minimum 1), and recover all expended uses when you finish a long rest.

Improved Unarmored Movement

Starting 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Purity of Body

At 10th level, the ki flowing through your body makes you immune to non-magical diseases and to the poisoned condition.

Evasion

At 13th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon'slightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Timeless Body

At 14th 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.

Adamantine Self

At 15th level, your ki makes your body astonishingly resilient. You gain a +1 bonus to your unarmored defense. Also, your unarmed strikes count as adamantine for the purpose of overcoming resistance and immunity to non-adamantine attacks and damage.

Burst of Blows

At 18th level, your flurry of blows feature becomes even faster, allowing you to make three attacks instead of two.

Diamond Soul

When you reach 20th level, you have achieved total dominion and control of the kki flowing through you. You gain proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Monk Techniques Options

Here are presented in alphabetical and level order the techniques available to monks to learn from. These techniques cost 1 ki point to use, unless stated otherwise. If a monk Technique has a level prerequisite, you cannot learn it until you've met the required level.

2nd Level Techniques

These are common techniques, and masters use them as methods of teaching the correct and efficient way of using ki to their initiates. When a student dominates at least one of these, it is considered a disciple and not only an initiate.

Acrobatic Strike

You can use the ki to move with ease around your enemy. Once per turn, when you hit a creature with your Martial Arts feature, you can decide to move to any space around the creature within 10 feet from you without provoking opportunity attacks.

Agile Lock

You have learned to quickly immobilize your opponent without harming it. You can attempt a grapple attack using Dexterity instead of Strength as your attack ability.

Crippling Strike

You can target specific parts of your target's body, blocking the flow of ki. Once per turn, when you hit a creature with your Martial Arts feature, you can force the creature to make a Constitution saving throw. On a failed save, the creature is either blinded, deafened, or muted (your choice) until the beginning of your next turn.

Deflect Missiles

You can augment your reflexes through the use of ki. As a reaction, you can try to catch or deflect a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by your monk level + your martial arts die + your Dexterity modifier.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend an additional ki point to make a ranged attack with a range of 20/60 using the caught projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Disarming Strike

Your strikes can easily disarm your enemies, putting them at disadvantage against you. Once per turn, when you hit a creature with your Martial Arts feature, you can force the creature to make a Strength saving throw. On a failure, the target is disarmed. You can then choose to either drop the weapon at it's feet, send it flying 10 feet away or take it with you. A creature one or more sizes larger than you has advantage on it's saving throw.

Focused Aim

You can quickly correct the trajectory of your attacks, imprinting additional power on them. When you miss with an unarmed attack roll, you can spend a number of ki points up to your Wisdom modifier (minimum 1) to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit. You then add a +1 to the damage roll for each spent ki point in this way.

Imbued Weapon

You've learned to imbue your ki into any kind of weapon with the objective of practice your martial arts with it. Once between short or long rests, you can touch any weapon that mets the following requisites:

  • It must be either a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and especial properties.

If you are able to maintain contact for at least 1 minute while meditating, the weapon becomes a monk weapon for you. You can only have a single imbued weapon at once, and imbuing a new one makes the first one to lose this property.

Knocking Strike

You can augment the flow of ki on your attacks to easily destabilize your opponents. Once per turn, when you hit a creature one size larger than you or smaller with an unarmed strike, you can force the creature to make a Strength saving throw. On a failure, the target is either knocked prone or pushed a number of feet up to 5 times your Wisdom modifier (minimum 5) without provoking opportunity attacks (your choice).

Patient Defense

You augment your reflexes, being able to take the Dodge action as a bonus action on your turn.

Slow Fall

You can now channel ki on your feet to attempt to slow down any fall you suffer. Any falling damage you would take is reduced by an amount equal to five times your monk level, so long as you are conscious. If you reduce the fall damage to 0 you land on your feet.

Staggering Strike

You can interfere with the flow of ki on your enemies. Once per turn when you hit a creature with an unarmed strike, you can make your target roll a Constitution saving throw. On a failure, all it's speeds are reduced by a number of feet equal to 5 times your Wisdom modifier (minimum 5 feet), down to 0.

Step of the Wind

You can accelerate your movement, being able to take either the Disengage or Dash action as a bonus action on your turn. if you do so, your jumping distance is doubled until the ending of your current turn.

6th Level Techniques

Techniques of this level are advanced ones, but highly dedicated disciples can find themselves learning them after long times of training and dedication. When a disciple dominates at least one of these, it is considered an adept.

Bane Strikes

You can imbue ki into your unarmed strikes to harm resilient creatures. Your unarmed attacks count as both silvered and cold-iron for the purposes of overcoming resistance and immunities to damage.

The effect remains for one minute with each use.

Blind Sense

Spending 2 ki points, you gain blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

This effect remains for up to 10 minutes or until you fall unconscious.

Enhanced Physique

You can accelerate the flow of ki on your body to increase your physical efficiency. When you make an Athletics or Acrobatics skill check, you can add your Wisdom modifier (minimum 1) as a bonus to the roll before rolling.

Martial Duelist

You have trained to excel into single combat on one versus one encounters. When you target a creature that has no allied creatures within 5 feet of it, and you have no allied creatures within 5 feet of you, you can expend 1 ki point to add a +1 to all your Martial Arts feature attack rolls for that turn against that creature while you maintain these conditions.

Paralyzing Strike

You can attempt to cut completely the flow of ki to a creature's limb. Once per turn when you hit a creature with an unarmed attack, you can make your target roll a Constitution saving throw. On a failure, it gains the maimed condition for a limb of your chose for a number of rounds equal to your Wisdom modifier (minimum 1).

Quickened Healing

You can accelerate your natural healing using your own ki. As a bonus action, you can spend a hit die. You regain a number of hit points equal to the number rolled plus your Wisdom modifier (minimum 1).

Seeking Strike

You learn to suddenly redirect your strike's trajectory. Once per turn, when you fail a Martial Arts attack roll, you can redirect your attack to any nearby creature within range of your attacks, repeating the attack roll against it.

If you expend an additional ki point, you can grant yourself advantage on this second attack.

Stunning Strike

You can interfere with the flow of ki in your enemies. Once per turn when you hit a creature with an unarmed attack, you can spend 2 ki points to make your target roll a Constitution saving throw. On a failure, it is stunned until the beginning of your next turn.

12th Level Techniques

These techniques are usually secret ones, and instead of being taught, monks are expected to discover or develop them alone. Once they have achieved it, they are considered masters, and are now allowed to officially impart it's monastic wisdom to other students.

Devastating Strikes

You can attack the very fabric of existence of other creatures. When you take the attack action on your turns, you can spend 2 ki points to augment your critical range, scoring a critical hit on a roll of 19-20 with your Martial Arts feature until the ending of your current turn.

Gentle Touch

You can touch the flow of ki in a creature to put it to sleep.

Once per turn, when you hit a creature with an unarmed attack using your Martial Arts feature, you can decide to not inflict damage, and instead, make the creature roll a Constitution saving throw. On a failure, the creature falls unconscious for a number of minutes equal to 10 - it's Constitution modifier (minimum 1).

The creature wakes up if it takes damage or another creature uses an action to wake it up.

Illusive Self

You can distort the perception of your body using your ki. You can replicate the effects of the Blur spell spending 3 ki points.

Ki Step

You can warp your body through the use of ki to teleport yourself. You can replicate the effects of the Misty Step spell spending 3 ki points.

Levitation

You can now exude ki from your body to maintain yourself suspended in mid air. You can replicate the effects of the Levitate spell on yourself spending 3 ki points. You require no concentration for this effect.

Restorative Touch

You can touch the flow of ki of others to stimulate their regeneration. As an action, you can touch a living creature to make it regain a number of hit points equal to 1 roll of their hit die your Martial Arts die + their Constitution modifier (minimum 1).

You can use this feature a number of times equal to your Wisdom modifier (minimum 1) between long rests.

Saint's Step

You can focus ki on your feet to walk across impossible surfaces. You can replicate the effects of both the Spider Climb and Water Walk spells on yourself for up to 1 hour spending 3 ki points. You don't need to maintain concentration on these effects.

Swift Strike

Your training allows you to accelerate your strikes to the point that your enemies can't move out of it's way, even if they can somehow see them. Once per turn, you can grant yourself advantage on a Martial Arts feature attack roll.

Thousand Faces

You can use the flow of ki on your body to alter your own form. You can replicate the effects of the Alter Self spell spending 3 ki points.

Tongue of the Sun and Moon

You can read the ki of others you touch and talk to them though it. You become able to telepathically speak to any creature you touch for a number of minutes equal to your wisdom modifier (minimum 1). You can't communicate with creatures unable to understand at least one language.

18th Level Techniques

Techniques of this level alter not only your body, but also your soul, being the most complicated to develop. Achieving at least one of them is a legendary achievement, and grants the monk the noble and highly respectable title of sage.

You can learn only two techniques of this list, and you cannot replace them once you've chosen one, as they are the pinnacle of your body and soul's expression.

Empty Body

You have learned to use your very soul to protect yourself, even being able to separate your own body and soul.

As an action, you can spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force and psychic damage.

Additionally, you can also spend 10 ki points to cast the Astral Projection spell, without needing material components, but can't take any other creature with you.

Impervious Mind

You have permanently altered your mind through the use of ki. You gain resistance to psychic damage and immunity to the charmed condition. Also, your thoughts can't be read by telepathy or other means, unless you allow it.

This feature requires no ki expenditure and is a passive effect.

Perfect Body

Your dominion of ki flow through your muscles has permanently enhanced your muscles. Your Strength score increases by 2. Your maximum for that score is now 22.

This feature requires no ki expenditure and is a passive effect.

Perfect Health

The continual flow of ki through your body grants you a heavenly health. Your Constitution score increases by 2. Your maximum for that score is now 22.

This feature requires no ki expenditure and is a passive effect.

Perfect Mind

Your endless meditation has put your mind above that of almost every single mortal. Your Wisdom score increases by 2. Your maximum for that score is now 22.

This feature requires no ki expenditure and is a passive effect.

Perfect Reflex

Your ability to quickly channel ki on your body grants you superior physical reflexes.

Your Dexterity score increases by 2. Your maximum for that score is now 22.

This feature requires no ki expenditure and is a passive effect.

Perfect Self

You always have ready a small reserve of energy for moments of need. When you roll for initiative and have no ki points remaining, you regain a number of ki points equal to your Wisdom modifier (minimum 1).

This feature requires no ki expenditure and is a passive effect.

Perfect Soul

You have created an unbreakable link between your physical form and your soul. When your body or soul are targeted by a spell that has the sole effect of restoring you to life (but not undeath), like the Revivify spell, the caster doesn't need material components to cast the spell on you.

This feature requires no ki expenditure and is a passive effect.

Precision Strikes

Your mastery over martial arts allows you to strike with unerring strength and precision. You gain a +1 to both attack and damage rolls made with your Martial Arts feature.

This feature requires no ki expenditure and is a passive effect.

Reach the Skies

Your dominion over your own ki now grants you the ability to fly freely even if you have no wings. You can replicate the effects of the Fly spell on yourself spending 5 ki points. You require no concentration for this effect.

Subclasses

Chaos, suffering, famine and desperation. Abbeorht is a world where the weak are enslaved and cowards killed. Fortunately, monks are a light on this ravaged world. The following options are available for character creation.

Way of the Ascendant Dragon

Dragons are perhaps some of the most hated and feared creatures of the world. Their tyranny and the long war of dragons left mortals deeply scarred, and all but perhaps the most young races know that these creatures shouldn't be treated lightly, and is preferred to kill them on sight. Despite this, their power still amazes mortals, and many have sought it. Monks of the Ascendant Dragon train to mimic their abilities, and they are frightening opponents. The following text replaces the FToD's subclass entry.

Ascendant Dragon Origin

d6 Origin
1 You honed your abilities by observing a dragon and aligning your ki with their world altering power.
2 A dragon personally trained you and shaped your ki.
3 You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction.
4 You meditated for years in an ancient dragon’s lair, absorbing its ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6 You dreamed of a five-headed dragon. After that, your ki became infused with the breaths of dragons.

Draconic Disciple

When you choose this tradition at 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

  • Draconic Presence. You gain advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. If you fail any of those checks, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. You can use this feature once, and regain all expended uses when you finish a short or long rest.
  • Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. You can decide a different damage type for each attack you make.
  • Tongue of Dragons. You learn to speak, read, and write Draconic. If you already know it, you can choose any other common language of your choice.

Breath of the Dragon

At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. Once on each of your turns when you take the Attack action, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice) spending a ki point. Choose a damage type: acid, cold, fire, lightning, or poison.

Each creature in that area must make a Dexterity saving throw against your ki technique DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

You can use this feature a number of times equal to half your monk level (rounded up), and you regain all expended uses when you finish a long rest.

Wings Unfurled

At 6th level, you can spend a ki point on your turn to unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed. You fall if you end your turn in the air and nothing is holding you aloft.

You can use this feature a number of times equal to half your monk level (rounded up), and you regain all expended uses when you finish a long rest.

Aspect of the Wyrm

At 11th level the power of your draconic ki 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 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • Frightful Presence. Creatures of your choice that start their turn of within the area or that enter it for thee first time on your turn must succeed on a Wisdom saving throw against your ki technique DC or become frightened of you until the beginning of it's next turn.
  • 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.

Once you use this feature, you can't use it again again until you finish a long rest, unless you expend 4 ki points to do so again.

Ascendant Aspect

At 17th level, your draconic spirit reaches its peak. You gain the following benefits:

  • Augment Breath. When you use your Breath of the Dragon, you can spend 2 ki points to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
  • Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Creatures of your choice within the area must succeed on a Dexterity saving throw against your ki save DC or take 3 rolls of your martial arts die as acid, cold, fire, lightning, or poison damage (your choice).

Way of the Astral Self

All mortals have a bit of a divine spark, as all were made using a sprinkle of the power of the astral gods. Some of those mortals who learn about it try to awaken their own astral nature, meditating and training to tap this energy. Those who have achieved that with astonishing success are monks that follow they way of the astral self, being able to manifest their very soul in a physical way and use it for many purposes. They are surprisingly common on the periphereal lands of the northern city state of Farhearth. The following text replaces the TCoE's subclass entry.

Soul's Wisdom

When you choose this tradition at 3rd level, you gain proficiency in one skill of your choice.

Arms of the Astral Self

At 3rd level, your mastery of your ki allows you to summon a portion of your astral self, a manifestation of your very soul. 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 "sprout" from your shoulders and/or underarms. You determine their appearance, and vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self

When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance. While the spectral visage is present, you gain the following benefits.

  • Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Soul's Voice. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
  • Spiritual Visage. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Body of the Astral Self

Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

  • Deflect Energy. You have a damage reduction equal to your Wisdom modifier (minimum 1) against all types of damage. This damage reduction replaces your unarmored defense's damage reduction.
  • Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Awakened Astral Self

Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

  • Armor of the Soul. You gain a +2 bonus to Armor Class.
  • Astral Barrage. Whenever you use take the attack action, you can attack three times, making the third attack with your astral arms.

Way of the Drunken Master

Theres something in alcohol that ignites mortals' inner flame and their desire to fight. Some others prefer the warm embrace of booze, feeling a deep relaxation that grants them smooth (but tipsy) movements. Monks of this monastic tradition are known for their profound love of beer and any other brewed beverages, and, in their drunk wisdom, have developed a form of martial art that mixes combat training with the precision of a dancer and the antics of a drunk jester. The following text replaces the XGtE's subclass entry.

Inveterate Drunk

When you choose this tradition at 3rd level, you gain proficiency in the Endurance skill, as well as with brewer's supplies and in the Performance skill.

Also, using your ki you have learned to slow down the advance of toxins on your body, giving you advantage on saving throws against the poisoned condition.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. 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.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

  • Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed, and you no longer provoke opportunity attacks when standing up.
  • Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard's Luck

Starting at 11th level, 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, you can spend 2 ki points to cancel the disadvantage for that roll.

Also, if you ever get poisoned, you ignore the disadvantage on attack rolls of said condition (you still gain disadvantage on skill checks if you ever get poisoned).

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Way of the Exorcist

Some monks join strange and hermetic temples and cults, chasing knowledge of otherwordly and supernatural beings. These monks, despite what others fear, don't use this knowledge to command these creatures, but to banish them and protect mortals from those beings. They serve as nomad outsider fighters, and the most powerful among them can even seal said creatures inside of them, using their own bodies as cages for those evildoers.

Seal Scriber

When you choose this tradition at 3rd level, you gain proficiency with calligrapher's Supplies, as well as in either the Arcana, Occultism or Religion skill (your choice).

Exorcist Magic

When you reach 3rd level, your study and comprehension grants you the ability to cast limited divine spells.

Cantrips

You learn the word of radiance cantrip, plus one other cantrip of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spiritual Seals

You can create special paper seals blessed with holy ink, that allows you to cast these spells, using one seal per spell level. You have a number of seals equal to your monk level.

You can work 1 hour during a long rest with your calligrapher's supplies to replenish expended seals.

Exorcist Spells

As you gain levels in the monk class, you gain access to spells granted to you trough your study and meditation.

The Exorcist spell list shows which spells you know and when you learn more of them.

Exorcist Spells Table

Monk Level Spell Level Spell
3 1 Detect Evil and Good, Protection from Evil and Good, Shield of Faith
6 2 Gentle Repose, Suggestion, Zone of Truth
11 3 Glyph of Warding, Magic Circle, Remove Curse
17 4 Banishment, Charm Monster, Locate Creature
Spellcasting Ability

Wisdom is your spellcasting ability for your exorcist spells, since you learn your spells through faith and insight. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, these spells are considered monk techniques for you when casted in this way, and thus, use your Ki Technic DC when needed.

Seal Techniques

Starting 6th level, you can consume one of your seals making it burn in a cold and harmless blueish flame to produce some special exorcist techniques.

  • Release Energy. As a bonus action, you can consume a seal to regain 3 ki points and recover hit points equal to your Wisdom modifier (minimum 1).
  • Saint's Strike. Once per turn when you hit a creature with an unarmed attack, you can consume a spiritual seal to deal additional radiant damage equal to two rolls of your martial arts die. Aberrations, Elementals, Fey, Fiends and Undead receive one additional martial arts die from this feature.
  • Palm of Eviction. When you hit a creature with an unarmed attack, you can consume one spiritual seal to force the creature to make a Charisma saving throw against your spell DC. On a failure, the creature's spirit leaves the body, leaving it stunned until the beginning of it's next turn. If the target is possessed, then the creature possessing it receives the damage of the attack and must make the saving throw, being evicted on a failure and ending the possessed condition. You can decide to deal no damage when you hit a target while using this feature. Souless creatures (like most undeads and constructs) are immune to this effect.

Ethereal Senses

Starting 11th lvel, your senses extend to the Ethereal Plane. You can spend 2 ki points to gain the ability to see in the Ethereal Plane within 60 feets from you, and can interact with objects or creatures there. Also, if you are in the Ethereal Plane, you can interact with objects and creatures in the physical plane.

This effect remains for up to 1 hour every time you use it or until you decide to end it as a bonus action.

Eternal Prison

At 17th level, being a master among exorcists, you can use your own body as a prison for those creatures that are too dangerous to banish. As an action, you put a spiritual seal on your body and can touch an aberration, celestial, elemental, fey, fiend, or an incorporeal undead with a CR equal up to your monk level, spending 8 ki points, forcing the creature to make a Charisma saving throw against your spell DC. The target makes a saving throw per turn, and if it fails 3 saves, it's imprisoned inside of you. If it achieves 3 successes, the attempt of imprisonment fails.

During the effect, you and the creature remain paralyzed. If you are damaged, the creature gets advantage on it's next save. If the creature is forced to make a saving throw other than this or receives damage, then the paralysis ends, and the imprisonment attempt fails. Despite the result of the intent, the creature is immune to this feature for 1 week.

A creature imprisoned inside of you is still combative, but unconscious. It cannot perceive anything, and you cannot interact with it. When you are reduced to 0 hit points or fall unconscious, the creature can repeat it's Charisma saving throw. On a success, the creature weakens the seal. If the creature weakens the seal 5 times, it is released, and reappears in the closest unoccupied and safe space from you.

Once the creature exits from you, you gain 1 exhaustion level and become stunned for 1 minute. You cannot reinforce the seal by any means short of a wish spell, and doing so may carry unexpected consequences.

You can have only a single target imprisoned in this way, and attempting to imprison a new one immediately releases the trapped creature.

Way of the Five Beasts

Many mortals use beasts as a source of inspiration, finding paints, music, statues, and even magic and combat styles based around them. Some of the first monks that walked on Abbeorht took inspiration from these beasts and studied some of them, adopting their essences into their martial arts. They learn to imitate such beasts adopting different stances fueled by ki, being able to change rapidly between them in a pinch, being some of the most versatile monks in the world.

Bonus Proficiency

When you choose this tradition at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Survival, or Stealth.

Way of the Beast

Starting 3rd level when you first choose this monastic tradition, you can imitate the way that beasts move and attack, being able to assume different stances. You can assume any stance by spending a ki point as a bonus action, allowing your body to behave like an animal.

  • Bull. If you move at least 20 feet in a straight line towards a creature one size larger or smaller than you and then immediately inflict bludgeoning damage with your Martial Arts feature, you can force it to make a Strength saving throw against your ki Technique DC, pushing it 10 feet without provoking opportunity attacks on a failure.
  • Crane. On your turn, before moving, you can make one additional unarmed attack as part of the attack action. If you do so, your movement speed becomes 0 and can't benefit from any increase to your speed until the beginning of your next turn.
  • Monkey. Creatures you hit on your turn with your Martial Arts feature cannot make opportunity attacks against you until the beginning of your next turn.
  • Serpent. When you are targeted by a melee attack, before the attack roll is made, you can use your reaction to impose disadvantage on the attack. Regardless of the result, you can move immediately up to 15 feet to any unoccupied space of your choice without provoking opportunity attacks.
  • Tiger. If you move at least 20 feet in a straight line towards a creature one size larger or smaller than you and then immediately hit it with your Martial Arts feature, that creature must make a Strength saving throw against your ki technique DC, falling prone on a failure.

These stances require you to be unarmored and wielding no weapons or monk weapons only, and remain active for up to 1 minute, until you change the stance or you are knocked unconscious.

Bestial Force

Starting 6th level, now you can also incorporate the combat prowess of these beasts. Whenever you assume a stance, you can also benefit from the following feature.

  • Bull. Whenever you score a critical strike with your unarmed attacks or monk weapons, you can roll one extra martial arts die on the damage roll.
  • Crane. Whenever you take the attack action on your turn while benefiting from your Way of the Beast feature, your first unarmed attack gets advantage.
  • Monkey. You can add your ability modifier to your off-hand weapon damage rolls.
  • Serpent. You can make grapple attacks using Dexterity instead of Strength. Also, you no longer provoke opportunity attacks when standing up.
  • Tiger. Your unarmed attacks gain a +1 bonus to both attack and damage rolls.

Ki Fueled Stance

Starting 11th level, perfecting your bestial stances, you gain access to new ans special ki techniques:

  • Bull. You can expend 1 ki point to roll twice a Martial Arts feature damage roll, and choose which roll to use.
  • Crane. When you use your Way of The Beast feature, you can expend 1 ki point to add 5 feet of reach to all your melee attacks until the beginning of your next turn.
  • Monkey. Whenever you use your Flurry of Blows feature, you gain advantage on your first attack roll and can make weapon attacks instead of just unarmed attacks.
  • Serpent. Once on each of your turns when you hit a creature with an unarmed attack, you can expend 1 ki point to deal 1 martial art die roll + your Wisdom modifier (minimum 1) as additional poison damage.
  • Tiger. When you take the attack action on your turn, you can, as part of the same action, expend 1 ki point to add your Wisdom modifier (minimum 1) to the damage of all your unarmed attacks until the end of your turn.

Spirit of the Beast

At 17th level, your mastery over animal stances grants primal wisdom to your stances.

  • Bull. Now your Martial Arts feature attacks score a critical hit on a roll of 19 or 20.
  • Crane. You can use your reaction to make a Martial Arts attack when a creature comes within 10 feet of you. Also, you gain a +1 Bonus to your AC whenever you use your Way of the beast feature.
  • Monkey. You can move through the space of any creature you've damaged on your turn, and opportunity attacks against you are made with disadvantage.
  • Serpent. Now, whenever you grapple a creature, that creature is considered restrained instead of grappled.
  • Tiger. Once per turn, when you hit a prone creature with an unarmed attack, you can have the attack deal additional bonus damage equal to half your monk level (rounded up) + your Wisdom modifier.

Way of the Four Elements

Some monks have a natural affinity for different types of energy: some feel a celestial or divine calling, others a calling for violence, others for death and others for balance. But there are some rare monks that somehow have an unique affinity for not a single element, but all four of them. Training and meditating, they slowly learn to control the elements, and as they master this ability, they learn to also channel and even produce such elements. The following text replaces the PHB's subclass entry.

Disciple of the Elements

When you choose this tradition at 3rd level, you learn unique disciplines that harness the power of the raw elements. These disciplines are considered magical, as well as monk techniques for you. The required ki points to cast them equals the spell's level + 2. The maximum number of ki points you can spend to cast a spell (including it's base cost and any additional ki points spend to increase it's level) is determined by your monk level, as shown in the Spells and Ki Points table.

At 3rd level, you learn the elemental attunement and the elemental strike disciplines, as well as 4 other elemental disciplines of your choice. You learn more disciplines as you gain levels in this class. You learn 2 more disciplines of your choice at 6th, 11th and 17 level.

Whenever you finish a long rest, you can replace one discipline for other of your choice.

Elemental Disciplines are presented in the Elemental Disciplines Options at the end of this subclass' entry.

Spells and Ki points
Monk Levels Maximum ki points for a Spell
3rd-5th 3
6th-10th 4
11th-16th 5
17-20th 6

Student of the Four Elements

Also at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn one of the following cantrips (your choice): gust, mold earth, control flames, or shape water. You learn one additional cantrip from this list at 6th, 11th, and 17th level. You can cast these cantrips without expending ki points.

Elemental Disciplines Options

Here are presented all elemental disciplines, ordered by level and alphabetical order.

Level 3 Disciplines
  • Awaken the Ire's Flame (Fire). You cast the primal rage spell.
  • Awaken the Soil (Earth). You cast the stone bullets* spell.
  • Become the Teapot (Neutral). You cast the absorb elements spell.
  • Boulder Kick (Earth). You push a creature.
  • Claws of the Frost Wolf (Water). You deal extra cold damage with your unarmed attacks.
  • Defense of the Iron Turtle (Earth). You cast the shield spell.
  • Elemental Attunement (Neutral). You produce minor elemental effects.
  • Elemental Strike (Neutral). You deal acid, cold, fire or lightning damage with your strikes.
  • Fang of the White Dragon (Water). You cast the ice knife spell.
  • Fangs of the Fire Snake (Fire). You deal fire damage at range.
  • Fist of the Four Thunders (Air). You cast the thunderwave spell.
  • Fist of Unbroken Air (Air). You deal bludgeoning damage at range.
  • Flesh of the Thunder God (Air). You cast the conductive flesh* spell.
  • Mantle of Northern Snow (Water). You cast the armor of agathys spell.
  • Shake the Mountain (Earth). You cast the earth tremor spell.
  • Storm Spear (Air). You cast the witch bolt spell.
  • Sweeping Cinder Strike (Fire). You cast the burning hands spell.
  • Vengance of the Fire River (Fire). You cast the hellish rebuke spell.
  • Water Whip (Water). You deal bludgeoning damage and pull a creature towards you.
Level 6 Disciplines
  • Breath of the Great Dragon (Neutral). You cast the dragon's breath spell.
  • Clench of the Blood Bond (Water). You cast the hold person spell.
  • Eye of the Sun God (Fire). You cast the flaming sphere spell.
  • First Snowfall (Water). You cast the Snilloc's snowball storm
  • Flowing Sands (Earth). You cast the sand blast* spell.
  • Gong of the Summit (Earth). You cast the Shatter spell.
  • Grip of the Depths (Water). You cast the drown* spell.
  • Hand of the Mother Earth (Earth). You cast the Maximilian's earthen grasp spell.
  • Howl of the South Wind (Air). You cast the warding wind spell.
  • Inner Flame (Fire). You can repeat 1s on damage rolls.
  • Mountain's Stance (Earth). You are immune to the prone condition.
  • One with the Tides (Water). You gain swimming speed.
  • Path of the Far Strike (Air). You cast the mystical strike* spell.
  • Rush of the Gale Spirits (Air). You cast the gust of wind spell.
  • Scorch the Land (Fire). You cast the Agnazzar's scorcher spell.
  • Wings of the Air God (Air). You now glide when you fall.
  • Wrath of the Red Dragon (Fire). You cast the scorching ray spell.
Level 11 Disciplines
  • Children of the Depths (Water). You now can breath underwater.
  • Dance of the Six Steps (Fire). You cast the Melf's minute meteors spell.
  • Dome of the Zaratan (Earth). You cast the shell-ter* spell.
  • Electric Arrow (Air). You cast the lightning bolt spell.
  • Fist of the Four Elements (Neutral). You add additional damage to your attacks.
  • Flames of the Phoenix (Fire). You cast the Fireball spell.
  • One with the Mountain (Earth). You cast the meld into stone spell.
  • Soul of the Fire Seer (Fire). You can cast the clairvoyance spell.
  • Step of the Water Strider (Water). You cast the water walk spell.
  • Ride the Wind (Air). You cast the fly spell.
  • Rising Tides (Water). You cast the wall of water spell.
  • Sense of the Blind Mole (Earth). You gain tremorsense.
  • Shake the Earth (Earth). You cast the erupting earth spell.
  • Strike of the Bleeding Gale (Air). You cast the slashing wind* spell.
  • Walk the Burning Path (Fire). You cast the Ashardalon's stride spell.
  • Walk with the Wind (Air). Your step of the wind feature is extended.
  • Winter's Grasp (Water). You cast the frozen grasp* spell.
Level 17 Disciplines
  • Aegis of the Sun (Fire). You cast the fire shield spell (only the warm shield option).
  • Kata of theAtttracting Winds (Air). You cast the funneling winds* spell.
  • Cage of the Sea (Water). You cast the watery sphere spell.
  • Call of the Elemental Master (Neutral). You cast the summon elemental spell.
  • Conflagrating Soul Touch (Fire). You cast the darkfire* spell.
  • Eternal Mountain Defense (Earth). You cast the stoneskin spell.
  • Favor of the West Wind (Air). You cast the freedom of movement spell.
  • Hearth of the Storm (Air). You cast the storm sphere spell.
  • River of the Hungry Flames (Fire). You cast the wall of fire spell.
  • Scourge of the Elements (Neutral). You cast the elemental bane spell.
  • Throw the Mountain (Earth). You cast the boulder shot* spell.
  • Touch of the Sculptor (Earth). You cats the stone shape spell.
  • Winter's Blossoming Death (Water). You cast the Auril's winter blossom* spell.
  • Wrath of the Sea (Water). You cast the control water spell.

3rd Level Disciplines

Awaken the Ire's Flame

You can spend 3 Ki points to cast the Primal Rage spell.

Awaken the Soil

You can spend 3 Ki points to cast the Stone Bullets* spell.

Become the Teapot

You can spend 3 Ki points to cast the Absorb Elements spell.

Boulder Kick

Once per turn, when you take the attack action, you can replace one of your attacks for a special unarmed attack, kicking the enemy with the strength of the earth. On a hit, you add your Wisdom modifier to the damage roll. If the creature is one size larger than you or smaller, then it must succeed on a Strength a saving throw against your ki technique DC, or be pushed back 10 feet without provoking opportunity attacks.

Claws of the Frost Wolf

When you take the attack action on your turn, you can create sharp ice claws on your hands, making your unarmed attacks inflict slashing damage. Once on each of your turns, when you hit a creature with the claws you can inflict additional cold damage equal to 1 roll of your martial arts die.

Defense of the Iron Turtle

You can spend 3 Ki points to cast the Shield spell.

Elemental Attunement

As an action, you can briefly control elemental forces within 30 feet of you. Select one of the following effects:

  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • You can touch and shape in a crude form 1 cubic foot of earth, fire, water, or mist, keeping said form for 1 minute.
Elemental Strike

When you damage a target with an unarmed strike, you can change the damage type for each attack to acid (earth), cold (water), fire (fire) or lightning (air) damage (your choice).

Fang of the White Dragon

You can spend 3 Ki points to cast the Ice Knife spell.

Fangs of the Fire Snake

When you take the attack action on your turn, you can replace one of your unarmed attacks to create a tendril of fire and make an unarmed attack against a creature within 15 feet of you. On a hit, you deal fire damage and add your Wisdom modifier to the damage roll.

You can instead spend 1 ki point to use the tendril to make a grapple attack using Wisdom instead of Strength, grappling your target until the beginning of your next turn on a success.

Fist of the Four Thunders

You can spend 3 Ki points to cast the Thunderwave spell.

Fist of Unbroken Air

When you take the attack action on your turn, you can replace one of your attacks with a special unarmed attack with a range of 30 feet. On a hit, you add your Wisdom modifier to the damage roll. This attack can only deal bludgeoning or lightning damage.

Flesh of the Thunder God

You can spend 3 Ki points to cast the Conductive Flesh* spell.

Mantle of Northern Snow

You can spend 3 Ki points to cast the Armor of Agathys spell.

Shake the Mountain

You can spend 3 Ki points to cast the Earth Tremor spell.

Storm Spear

You can spend 3 Ki points to cast the Witch Bolt spell.

Sweeping Cinder Strike

You can spend 3 Ki points to cast the Burning Hands spell.

Vengance of the Fire River

You can spend 3 Ki points to cast the Hellish Rebuke spell.

Water Whip

Once per turn when you take the attack action, you can replace one of your attacks to make a special unarmed attack against a creature you can see within 30 feet of you, creating a whip made of water. On a hit, you add your Wisdom modifier to the damage roll. If the creature is one size larger than you or smaller, then it must succeed on a Strength saving throw or be pulled up to 15 feet towards you without provoking opportunity attacks.

6th Level Disciplines

Breath of the Great Dragon

You can spend 4 Ki points to cast the Dragon Breath spell.

Clench of the Blood Bond

You can spend 4 Ki points to cast the Hold Person spell.

Eye of the Sun God

You can spend 4 Ki points to cast the Flaming Sphere spell.

First Snowfall

You can spend 4 Ki points to cast the Snilloc's Snowball Storm spell.

Flowing Sands

You can spend 4 Ki points to cast the Sand Blast* spell.

Gong of the Summit

You can spend 4 Ki points to cast the Shatter spell.

Grip of the Depths

You can spend 4 Ki points to cast the Drown* spell.

Hand of the Mother Earth

You can spend 4 Ki points to cast the Maximilian's Earthen Grasp spell.

Howl of the South Wind

You can spend 4 Ki points to cast the Warding Wind spell.

Inner Flame

You can repeat 1s on your martial arts die and elemental disciplines. You must use the new roll.

Mountain's Stance

You cannot be knocked prone, neither pushed or pulled against your will.

One with the Tides

Spending 1 ki point, you gain a swimming speed equal to your land speed for up to 8 hours.

Path of the Far Strike

You can spend 4 Ki points to cast the Mystical Strike* spell.

Rush of the Gale Spirits

You can spend 4 Ki points to cast the Gust of Wind spell.

Scorch the Land

You can spend 4 Ki points to cast the Agnazzar's Scorcher spell.

Wings of the Air God

Whenever you fall, if you're not unconscious, restrained, grappled or incapacitated, you can spend 1 ki point as a reaction to instead glide, moving 2 feet horizontally for each feet you fall vertically. You receive half fall damage if you use this feature, and can be combined with the Slow Fall technique on the same reaction.

This effect remains active for a number of turns equal to your wisdom modifier (minimum 1).

Wrath of the Red Dragon

You can spend 4 Ki points to cast the Scorching Ray spell.

11th Level Disciplines

Children of the Depths

Spending 1 ki point, you can become an amphibious creature. You can now breath both air and water until you complete a short or long rest.

Dance of the Six Steps

You can spend 5 Ki points to cast the Melf's Minute Meteors spell.

Dome of the Zaratan

You can spend 5 Ki points to cast the Shell-ter* spell.

Electric Arrow

You can spend 5 Ki points to cast the Lightning Bolt spell.

Fist of the Four Elements

When you take the attack action on your turn, you can spend 2 ki points to roll an additional martial arts die when you use your Elemental Strike elemental discipline until the beginning of your next turn.

Flames of the Phoenix

You can spend 6 Ki points to cast the Fireball spell.

One with the Mountain

You can spend 6 Ki points to cast the Meld Into Stone spell.

Soul of the Fire Seer

You can spend 6 Ki points to cast the Clairvoyance spell. You must use a big fire (like a campfire) as the material component, seeing into the flames to unravel the future.

Step of the Water Strider

You can spend 6 Ki points to cast the Water Walking spell.

Ride the Wind

You can spend 6 Ki points to cast the Fly spell.

Rising Tides

You can spend 6 Ki points to cast the Wall of Water spell.

Sense of the Blind Mole

You gain tremorsense with a range of 30 feet if you're standing on solid terrain.

Shake the Earth

You can spend 6 Ki points to cast the Erupting Earth spell.

Strike of the Bleeding Gale

You can spend 6 Ki point to cast the Slashing Wind* spell.

Walk the Burning Path

You can spend 6 Ki point to cast the Ashardalon's Stride spell.

Walk with the Wind

You can spend 1 ki points to gain a flying speed equal to your walking speed until the ending of your current turn. You fall if you end your turn in the air and nothing is holding you aloft.

Winter's Grasp

You can spend 6 Ki points to cast the Frozen Grasp* spell.

17th Level Disciplines

Aegis of the Sun

You can spend 6 Ki points to cast the Fire Shield spell.

Cage of the Sea

You can spend 6 Ki points to cast the Watery Sphere spell.

Call of the Elemental Master

You can spend 6 Ki points to cast the Summon Elemental spell.

Eternal Mountain Defense

You can spend 6 Ki points to cast the Stone Skin spell.

Favor of the West Wind

You can spend 6 Ki points to cast the Freedom of Movement spell.

Hearth of the Storm

You can spend 6 Ki points to cast the Storm Sphere spell.

River of the Hungry Flames

You can spend 6 Ki points to cast the Wall of Fire spell.

Scourge of the Elements

You can spend 6 Ki points to cast the Elemental Bane spell.

Touch of the Sculptor

You can spend 6 Ki points to cast the Stone Shape spell.

Wrath of the Sea

You can spend 6 Ki points to cast the Control Water spell.

Way of the Iron Fist

The first monks of Abbeorht, this monastic tradition dates back from the age of chains. Iron Giants trained mortals in secrecy, teaching them how to harden their bodies like iron, resisting devastating blows and dealing tremendous damage with their bare hands. Nowadays, these monks are seen as a relic from the past, only practiced by goliaths, but some nomad masters of this monastic tradition have started to settle on towns and villages across the world, teaching their secret techniques to those they consider worthy enough.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Athletics skill.

Hardened Body

Starting 3rd level when you first choose this monastic tradition, you obtain the following features:

  • Giant's Endurance: The damage reduction of your monk's unarmored defense increases to 2. This reduction increases to 3 at 11th monk level.
  • Hardened Skin: You gain a +1 bonus to your AC while using your monk's unarmored defense feature.
  • Iron Fist. Once per turn, when you hit a creature with an unarmed attack, you deal bonus damage with it equal to the number of ki points you spent within the last round.

Iron Fist Secret Techniques

At 6th level, you have further developed your mastery of the Iron Fist. As a result, you gain the following techniques:

  • Ironside. You can expend 1 ki point as a bonus action to grant yourself temporary hit points equal to half your monk level + your Wisdom modifier.
  • Powerful Fist. Once per turn, when you hit a creature with an unarmed attack, you can expend 1 ki point to make your attack deal force damage instead

Wave of Force

Starting 11th level, you can release a burst of energy against your enemies. When you take the attack action, you can replace one of your attacks with a special unarmed attack. Spending 2 ki points, you can strike the air infront of you, making all creatures in a 15 feet cone originated from you to make a Constitution saving throw, receiving force damage equal to 3 rolls of your martial arts die on a failure, or only half damage on a success.

You can use this feature a number of times equal to half your monk level (rounded up), and you regain all expended uses when you finish a long rest.

True Iron Fist

When you reach 17th level, your fists are now as hard and deadly as the iron itself. Once per turn, you can inflict one additional martial arts die when you hit a creature with an unarmed attack.

Also, your AC's bonus obtained from the Hardened Skin feature increases to +2.

Way of the Justiciar

While most monks keep themselves far from the cities and avoid taking part on other's issues, some take a special path that leads them to constantly interact with common citizens These monks usually wear masks to protect their identities, and watch over dangerous streets of cities and lonely paths. Some use their abilities to protect the weak, others to avenge them, and few of them to actively hunt and punish evildoers.

Hero's Training

When you choose this tradition at 3rd level, you gain proficiency in either the Intimidation or Persuasion skill (your choice). You add your Wisdom modifier (minimum 1) to Charisma checks using your chosen skill.

Also, you gain proficiency with light and medium armor, as well as with shields (except tower shields).

You can benefit from all your monk features while wearing any light or medium armor, as well as non-tower shields.

Justiciar's Mantle

Starting at 3rd level, you can adopt the justiciar's mantle to fight evil and protect the innocents. You can spend 2 ki points, gaining temporary hit points equal to your monk level + your Wisdom modifier (minimum 1).

This mantle remains for up to 1 hour or until you die or end it early as a bonus action. While it remains active, you can spend 1 ki point as a bonus action to mark a creature you can see within 30 feet of you as your sworn enemy for 1 minute. You have the following advantages against it:

  • Your Martial Arts attack rolls against it gain 1d4 bonus to damage rolls. This bonus increases to 1d6 at 17th monk level.
  • Your sworn enemy has disadvantage on attack rolls against creatures other than you if you're within 10 feet from it and it can see you.

You can only have a single sworn enemy at once, and marking a new one makes you lose these advantages against the first marked creature.

You can use this feature a number of times equal to half your monk level (rounded up), and regain all expended uses when you finish a long rest.

Heroic Aura

Starting 6th level, your presence inspires others to fight for the common well and justice. While you have your Justiciar's Mantle feature active, creatures of your choice within 10 feet from you that can see you receive a bonus to all attack rolls and saving throws equal to half your wisdom modifier (rounded up, minimum 1).

Frightening Presence

At 11th level, your sworn enemy's minions tremble before you. Creatures other than your sworn enemy that begin their turn inside your Heroic Aura's radius or enter it for the first time on their turn must make a Wisdom saving throw against your ki technique DC. On a failure, they become frightened of you until the beginning of their next turn.

Everlasting Hero

Also at 17th level, if you have no remaining uses of your Justiciar's Mantle feature, you can expend 4 ki points to assume it as a bonus action. once you do so, you cannot do it again until you finish a long rest.

Also, the range of your Heroic Aura is increased to 30 feet.

Way of the Kensei

Monks are masters of body and mind, using their bodies as deadly weapons. Despite this, no one can deny that some weapons can add more lethality to attacks, as well as being able to use them for defense purposes, and there are some monasteries that train their monks in the use of both their bodies and weapons for combat. So amazing and effective are they, that even halflings of Hargin have some elite squads in their army full of these martial monks. The following text replaces the XGtE's subclass entry.

Brush and Steel

When you choose this tradition at 3rd level, you gain proficiency with martial weapons.

Also, you gain proficiency with calligrapher's supplies.

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons to use wiith your monk features. You gain the following benefits:

  • Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any non firearm weapon that lacks the heavy and especial properties with which you have proficiency. Weapons of the chosen types are monk weapons for you. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you.
  • Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the beginning of your next turn as long as the weapon remains in your hand and you aren’t incapacitated.
  • Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

  • Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
  • Ki Infused Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Path of Steel. Your kensei weapons count as unarmed attacks for purposes of monk features.

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend a number of ki points equal to half your Wisdom modifier (rounded up, minimum 1) to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals twice the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on magic weapons that already have a bonus to attack and damage rolls.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Way of the Long Death

Death is, ultimately, the final destiny of all mortals. When Vecna died during the great war of chaos, it granted a new and unknowable meaning to death, a meaning that some monks strive to understand. Learning and comprehending the thin distinction between life and death, as well as the strange condition of undeath, these monks shape their ki and soul to better understand it. They are pretty common among vecanian elites, and are highly respected all across the country, and seen with suspicion outside their borders. The following text replaces the SCAG's subclass entry.

Thanatologist's Way

Starting when you choose this tradition at 3rd level, you gain some insight into pain, torture and death. You gain proficiency in the Intimidation skill. If already proficient, you instead gain proficiency in one of the following skills of your choice: Composure, Insight, Medicine or Science. You gain expertise in the Intimidation skill, regardless of the skill proficiency you gained from this feature.

Also, you gain proficiency with Concealed daggers. They count as monk weapons for you.

Touch of Death

Starting 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points with your Martial Arts feature, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you gain temporary hit points from your Touch of death feature, you can immediately expend 1 ki point as part of the same action to exude an aura of terror. As a result, 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.

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

You can do so only once between long rests.

Also, you now add your Wisdom modifier (minimum 1) as a bonus to your death saving throws.

Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes two rolls of your martial arts die per ki point spent on a failed save, or half as much damage on a successful one.

You can use this feature only once between short or long rests.

Way of Mercy

Monks are trained in the ways of ki to dominate their own vital force for different purposes, but some monks go further and learn to manipulate the ki of others. Doing so, they are able to heal the wounded and cure the sick. On the opposite side of the coin, these monks can also use that knowledge to harm others with their own ki. They are popular and highly appreciated among elves and their settlements. The following text replaces the TCoE's subclass entry.

Implements of Mercy

When you choose this tradition at 3rd level, you gain proficiency with herbalist's supplies. You also gain proficiency in one of the following skills of your choice: Composure, Insight or Medicine.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Merciful Mask
d6 Mask Appearance
1 Raven
2 Blank and white
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly

Hands of Healing

At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier (minimum 1).

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

You can do so a number of times equal to half your monk level (rounded up) between short or long rests.

Hands of Harm

At 3rd level, you use your ki to inflict wounds. Once per turn when you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier.

Physician's Touch

Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hands of Healing on a creature, you can also end one non-magical disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the beginning of your next turn.

Flurry of Healing and Harm

Starting at 11th level, you can deal out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing. You still are limited by the number of times you can heal others.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.

Hand of Ultimate Mercy

By 17th level, your mastery of vital force opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 8 ki points. The creature then returns to life, regaining a number of hit points equal to four rolls of your martial arts die + your Wisdom modifier (minimum 1). If the creature died while subject to any of the following temporal conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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

Way of the Open Hand

Maybe the most traditional and common monastic tradition, monks that join as pupils to the way of the open hand learn to harness their ki and use it in various non-lethal ways, like interrupting the flow of ki on others, to strike with their palms (hence the name of "Open Hand"), heal themselves and even protect their bodies extruding it. They are pretty common all across Abbeorht, and can be found practically on any land. The following text replaces the PHB's subclass entry.

Peaceful Methods

Starting when you choose this tradition at 3rd level, you gain proficiency in one of the following skills of your choice: Composure, Etiquette, Insight, Medicine or Persuasion. You gain expertise with the skill of your choice.

If you're already proficient with any of these skills, you can instead gain expertise in one of them and gain proficiency with any of the others.

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It must succeed on a Constitution saving throw or become shocked until the end of your next turn.

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can expend 2 ki points and regain hit points equal to four rolls of your martial arts die. You must finish a short or long rest before you can use this feature again.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw equals your Ki technique DC.

Quivering Palm

At 17th level, you can set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days up to your monk level.

The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 force damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Way of the Rebel

Every now and then, an initiate abandons the teachings of it's order after learning the basics: either because they are expelled from their monastery, or defect to follow other monastic traditions, usually because they hate the inflexible dogmas of the temple. Sometimes however, these outcasts don't follow the teachings of any other specific way, and end up developing their own way, full of improvisations but not for it being inefficient.

Survivor's Way

When you choose this tradition at 3rd level, you become proficient with light armor and improvised weapons. Improvised melee weapons without the heavy or special properties count as monk weapons for you.

Also, you gain proficiency in the Survival skill.

You can benefit from all your monk features while wearing light armor, and if your AC wearing light armor would leave with a lower AC, you instead can use your unarmored defense feature to calculate your AC.

Combat Superiority

By 3rd level, you have learned some knacks in combat, derived from your own experimentation with not formal martial arts.

Battle Maneuvers

You learn two Maneuvers of your choice from the list of Maneuvers available to fighters. You can use only one Maneuver per turn. When you gain a level in this class, you can replace one Maneuver you know with another Maneuver of your choice.

You learn one additional maneuver of your choice at 6th, 11th and 17th level.

"Superiority Dice"

To use your maneuvers, you can spend a ki point, using your martial arts die instead of a superiority die for them. You can do so a number of times up to half your monk level (rounded up) between short or long rests.

Saving Throws

These maneuvers count as ki techniques for you, so, the saving throw for any maneuver that requires a saving throw uses you ki technique DC.

Freedom Seeker

Starting 6th level, your desire for freedom allows you to break your chains with ease. You have advantage on saving throws and skill checks to avoid being grappled or restrained.

Also, you can spend 1 ki point to attempt to break free from a grapple or restrained condition as a bonus action instead of using your action (like when breaking free from a giant holding you into it's hand).

At 11th level, you can also apply this feature to the paralyzed and petrified conditions.

Dirty Fighting

Starting 11th level, you can take advantage of your opponent's neglect. Once per turn, if you score a hit against a creature with a martial arts attack with advantage, the creature gets disadvantage on it's saving throw against a monk technique produced by such attack.

Opportunist

Starting 17th level, your fighting style takes maximum advantage of any opportunity. Your martial arts attacks against a creature currently affected by any condition add your Wisdom modifier (minimum 1) to their damage rolls.

Way of the Shadow

Darkness is a strange and hypnotic concept: the total absence of light. It is the best friend of those who want to move swiftly without being noticed, but also where those things that predate others lurk. Isonly normal that mortals try by different ways to either control or combat darkness, but there are some monks that do both. These monks learn subtle ways of producing magical effects using their ki to move swiftly across the dark, being especially common in the kingdoms of Moran'Gol and Nal'Ferris. The following text replaces the PHB's subclass entry.

Shadow Training

Starting when you choose this tradition at 3rd level, you gain proficiency in two of the following skills of your choice: Acrobatics, Escapism, Insight, Perception, Performance or Stealth.

Subtle Arts

Starting when you choose this tradition at 3rd level, 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.

If you have or gain darkvision, you're able to see in magical darkness created by you. Also, creatures affected by your Darkvision spell using ki points also gain this benefit.

Additionally, you gain the Minor Illusion cantrip if you don't already know it.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, you can teleport as a bonus action up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then gain advantage on the first melee attack you make before the end of your turn.

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 30 feet of you is hit by an attack made by a creature other than you, you can use your reaction to move up to 30 feet towards it without provoking opportunity attacks and make a melee attack against that creature.

Way of the Staff Master

Monks are associated with the use of quarterstaffs, but few of them actually practice the mystical and elegant martial art known as bo-jutsu (staff combat) as a way to master their bodies. While this martial art is used mostly for self defense, some of their masters have used to become legendary warriors, earning the honorable title of Staff Masters. This martial art is extensively practiced by hobgoblins and, to a lesser degree, by nomads of the Sultanate of Kyzan.

Acrobatic Performance

Starting when you choose this tradition at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Escapism or Performance.

Staff Stance

Starting 3rd level, you can use your staff as either a deadly weapon or a defensive tool, assuming a combat stance as long as you're wearing no armor nor shields and no other weapons.

You gain the following advantages while wielding a quarterstaff:

  • While you're holding a quarterstaff in one hand, it gains the reach Property for you.
  • While you hold a quarterstaff as a two-handed weapon, you gain a +1 bonus to your AC.
  • When you hit a creature within 5 feet of you, you can force it to make a Strength saving throw against your Technique DC. On a failure, it is pushed 5 feet away from you without provoking opportunity attacks.
  • Your attacks with quarterstaves are treated as unarmed attacks for the purpose of monk's features.

Vault

Starting 6th level, you gain proficiency in the acrobatics skill.

Also, your horizontal jump distance increases by a number of feet equal to half your dexterity score, and your vertical jump distance increases a number of feet equal to your dexterity modifier, as long as you have a quarterstaff on hand.

Sweeping Attack

At 11th level, you can use your staff to strike multiple targets with a single swing. As an action, when you are wielding a quarterstaff, you can spend 2 Ki points to perform a low sweep against all creatures around you. Choose any of the following options:

  • Defensive Sweep. The area of the sweep is 10 feet around you. The attack inflicts 1 roll of your martial arts die.
  • Offensive Sweep. The area of the sweep is 5 feet around you. The attack inflicts 2 rolls of your martial arts die.

Despite the chosen option, creatures affected by it must make a Dexterity saving throw. On a failure, they suffer the damage of the sweep and are knocked prone. On a success, a creature suffers half damage and isn't knocked Prone.

Staff Mastery

Starting 17th level, you are now a true staff master. You gain the following advantages:

  • Ki-Charged Staff. While you're on the offensive stance and hit a creature with an unarmed attack, you can expend 1 ki point to deal 1 extra martial art die roll to the damage roll.
  • Masterful Block. While you're on the defensive stance, you can use your reaction to add 1 martial art die roll as a bonus to your AC against a number of attacks equal to your wisdom modifier (minimum 1) until the beginning of your next turn.

Way of the Sun Soul

The ki is truly a mystical and mysterious energy: it derives from the very soul of mortals, but can only be achieved after long meditations and strict training. Some monks are able to tap so deep into their own souls that gain the ability to use it as a shining and radiant energy, that serves as both a weapon and a shield. These monks learn to shot bolts of radiant energy using the very fuel of their souls. They are highly revered and extremely popular across all of Arivanthor, and are known as Sun Sages. The following text replaces the XGtE's and SCAG's subclass entry.

Solar Sight

Starting when you choose this tradition at 3rd level, you gain darkvision with a range of 60 feet. If you already have darkvision, it increases by 30 feet up to 150 feet.

Starting 6th level, you gain the ability to see in magical darkness.

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This 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 equals your martial arts die.

This attack counts as unarmed attacks for purposes of Monk techniques.

Shining Radiance

At 6th level, you gain the ability to channel your ki into searing waves of energy around you. Once on each of your turns as part of the attack action, you can expend 2 ki points to replace one of your attacks and instead release a shining radiance and emit waves of radiant energy. Creatures of your choice within 15 feet around you must make a Dexterity saving throw. On a failure, they receive 2 rolls of your martial arts die and be blinded until the beginning of your next turn. On a success, they receive only half damage and aren't blinded.

Also, you gain resistance to radiant damage.

At 17th level, this damage increases to 3 damage rolls.

You can use this feature a number of times equal to half your monk level (rounded up), and you regain all expended uses when you finish a long rest.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can spend 1 ki point to 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 a 20-foot-radius area must make a Constitution saving throw, receiving 1 roll of your martial arts die as radiant damage, or only half damage on a success. A creature doesn't need to make the save if its behind total cover that is opaque.

You can increase the sphere's damage by spending additional ki points. Each point you spend, up to a maximum of 3 additional points, increases the damage by 1 martial art roll.

You can use this feature a number of times equal to half your monk level (rounded up), and you regain all expended uses when you finish a long rest.

Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You gain immunity to radiant damage.

Also, you now shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals to your martial arts die + your Wisdom modifier (minimum 1).

Paladin

Devote warriors dedicating their lives to uphold an oath, paladins are fierce combatants and deserve more options to customize character options. They have a pretty limited list of options for customization, and feels unfitting that every single paladin subclass inflicts radiant damage. The present work adds new fighting styles and modifications to a single subclass and fitting damage types for each official and new subclass, as well as a whole new mechanic for paladins, and a reskinning for fitting their zealous abilities, no longer of truly divine origin.

Class Features

Hit Points

  • Hit Dice: 1d10 per Paladin level
  • Hit Points at 1st Level: 10 + Your Constitution modifier
  • Hit Points at Higher Level: 1d10 (or 6) + your Constitution modifier per paladin level after 1st.

Proficiencies

  • Armor: All armor, all shields
  • Weapons: Simple weapons, martial weapons, cap locks, standard muskeets, short muskeets.
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose four from Allure, Athletics, Composure, Endurance, Etiquette, Insight, Intimidation, Medicine, Persuasion, Politics, Religion and Ride
Paladin
Level Proficiency Bonus Features Zeal Points per Use 1st 2nd 3rd 4th 5th
1st +2 Sacred Oath, Channel Divinity (x1), Zealot's Strength 1
2nd +2 Fighting Style, Spellcasting, Oath Spells 1 2
3rd +2 Font of Zeal 1 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack, Zealous Health 2 4 2
6th +3 Aura of Protection 2 4 2
7th +3 Sacred Oath Feature 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 Channel Divinity (x2) 3 4 3 2
10th +4 Aura of Courage 4 4 3 2
11th +4 Zealous Strikes 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 Cleansing Touch 5 4 3 3 1
14th +5 Improved Zealous Health 5 4 3 3 1
15th +5 Sacred Oath Feature 5 4 3 3 2
16th +5 Ability Score Improvement 6 4 3 3 2
17th +6 Channel Divinity (x3) 6 4 3 3 3 1
18th +6 Aura Improvements 6 4 3 3 3 1
19th +6 Ability Score Improvement 7 4 3 3 3 2
20th +6 Sacred Oath Feature 7 4 3 3 3 2

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • Any martial weapon
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) a hauberk or b (lamellar)
  • a holy symbol

Sacred Oath

Starting 1st level, you swear one of the 16 known oaths, that binds you as a paladin forever, and dictates your life from now on. Your choice grants you features at 1st level and again at 2nd, 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Not allowed Subclasses

The Oathbreaker subclass is not allowed for this setting.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

You can use your Channel Divinity option additional times as you gain more levels in the paladin class. You can use it twice between rests at 9th level, and thrice between rests at 17th level.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Oathbreakers

Paladins can sometimes lose their way, going actively against their oath tenets.

These paladins find themselves soon losing their higher level oath feature. When they have lost all their oath feature but 1st level features, they lose their ability to channel divinity until they amend for their infractions against their oaths.

If a paladin loses all it's oath features, they start to lose their zeal, losing a paladin level for every day they remain without atoning for their oath breaking. When they atone for their infractions, they regain all lost paladin levels.

A paladin cannot gain new levels in the paladin class while it has lost and unrecovered paladin levels.

Changing Oaths

When a paladin loses all it's paladin levels but the first, it can decide to, instead of recovering it's old oath, take upon a new oath in an appropriate ceremony. The paladin then recovers a paladin level for each day he fulfills all tenets of his new oath, until he has recovered all it's previous paladin levels.

Once he has changed oaths, he can never again take the oath he abandoned.

Losing All levels

When a paladin loses it's last paladin level, he then gains a level of exhaustion for each day he goes without recovering a paladin level, until he dies. These exhaustion levels cannot be overcome by any means until he has recovered at least 1 level in the paladin class.

If the paladin has other classes, he instead falls to 5 exhaustion levels and then, he gains a new level in any of their other classes, but not a new class (except the warlock class, as an opportunist creature might take advantage of the situation).

Then the paladin can recover from exhaustion levels as normal.

Zealot's Strength

Starting at 1st level, you gain a pool of zealous energy that allows you to either heal or damage others. This pool of energy is represented by a number of d8s equal to your Paladin level + your Charisma modifier (minimum 1) and are known as Zeal Points.

You can spend these zeal points to produce some magical effects with it, and recover all expended Zeal Points when you finish a long rest.

Zealous Smite

You can use your zeal to castigate your enemies. Once per turn, when you hit a creature with a melee weapon or unarmed attack, you can expend a number of zealous points up to your limit by the Zeal Points per Use column on the Paladin class table. Each point expended in this way deals 1d8 additional magical damage of the weapon's damage type.

The damage inflicted by your zealous smite is silvered for the purposes of overcoming resistance and immunity to non-silvered weapons.

Lay on Hands

The zealous essence flowing throw your body can heal wounds and cure ailments. As an action, you can touch a living creature and draw power from the pool to restore a number of hit points equal to a number of d8s spent at once, up to your maximum amount of zeal points per use.

Alternatively, you can forgo rolling the die to to cure the target of one non-magical disease or neutralize one poison affecting it spending a zeal point. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending zeal points separately for each one up to your maximum of zeal points per use.

Fighting Style

Starting at 2nd level, you adopt a particular 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 you later get to choose again.

  • Adaptive Fighting. While wielding a single versatile weapon and no shield, you can choose to wield it one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to both attack and damage rolls. Wielding it two-handed grants you a +1 bonus to your damage rolls and AC.
  • Berserking. Once on your turn, you can gain advantage on a single melee weapon attack. If you do so, your AC is reduced by 1 until the beginning of your next trun.
  • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Brutal. When you attack an enemy with a melee weapon without the light or finesse properties, you can decide to push the target 5 feet away from you. The target makes a Strength saving throw with a DC equal to (8 +Bonus proficiency + Strength modifier). This movement does not provoke attacks of opportunity, and you can try to push a target only once per turn.
  • Classical Fencing. When you are wielding a single melee weapon in one hand without the Heavy, Two-Handed or Versatile properties and no shield or heavy armor, you gain a +1 bonus to your AC.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Distractor. When you attack an enemy with a melee weapon attack, that enemy gains disadvantage on its attack rolls against any other creature within 5 feet from you until the end of your next turn.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target other than you within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Polearm Fighter. When making an attack with a polearm, you can then take a bonus action to make a second weapon attack with its opposite end, dealing 1d4 + your ability modifier in bludgeoning damage.
  • Powerful Attacker. When making an attack with a weapon you are proficient in using strength, you can choose to forfeit adding your bonus proficiency to the attack roll. If the attack hits, then you add your bonus proficiency to the damage roll.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Shield Combat. If you're wielding a light weapon and a shield on your off hand, you can make a bash attack with you shield as a bonus action. This attack adds your strength modifier to the damage roll.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain two superiority die, which are d4s (this die is added to any superiority dice you have from another source). This die is 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.
  • Tunnel Fighter. While fighting in reduced spaces, you don’t have disadvantage on attack rolls while using weapons with the two handed, heavy or versatile properties. Also, as a bonus action, you can decide to enter a defensive stance; while in this stance, you can make an attack of opportunity against any creature that comes within your range.
  • Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells.

To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot.

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

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your zeal. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma score modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells starting 2nd level and again at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared, and they don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Font of Zeal

At 3rd level, you can transform your spell slots into zeal points, at a rate of 1 zeal point per spell level, up to your maximum amount of zeal points (but not the other way).

Also, you can expend 15 minutes uttering your oath's dogma while you touch your holy symbol during a short rest. When you finish your short verbal oblation, you regain a number of spent zeal points equal to 1/3 your paladin level (rounded up).

Ability Score Improvement

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

Zealous Health

Starting 5th level, the zealous essence flowing through you makes you immune to non-magical diseases.

By 14th level, you also gain immunity to magical diseases.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, your presence becomes inspiring to your allies.

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to half your Charisma modifier (rounded up, minimum 1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you gain advantage on saving throws against the frightened condition while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Zealous Strikes

By 11th level, you are so suffused with zeal that your melee strikes deal additional damage. Your melee unarmed and weapon attacks add your Charisma modifier (minimum 1) as bonus damage, making all of them count as silvered and magical for the purposes of overcoming resistance and immunity to non-silvered and/or non-magical damage.

Cleansing Touch

Beginning at 13th level, you can use your action to spend a zeal point and end one spell on yourself or on one willing creature that you touch.

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

Subclasses

Mortals are at the mercy of cruel and hideous monsters, wanting to predate on their souls, flesh and sanity. Paladins have taken a vital roll to protect them through their endless sacrifice. The following oaths are those patronized by the deities of Abbeorht.

Oath of the Ancients

The oath of the ancients was the first of all paladin oaths, and was created by Fraedus when his sacred forest was first reached by the ravaging war of chaos. Those who uphold such oath become agents of nature and preservation, focused on bringing hope to others and defend those things and beings that grant happiness and joy to those alive. They are widely related to seelie fey, as their services are often seeked by those who serve the Fae Queen Titania. They are commonly known as horned knights, fey knights or druid knights. The following text replaces the PHB's subclass entry.

Some known modern orders of these paladins include: The Arrow of Oberon in Arivanthor; The Ironwood Brotherhood in Fraedia; and The Hand of Cold Iron in Ebon Grove.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries.

This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

  • Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
  • Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
  • Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
  • Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
  • Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Faerie Smite

Also at 1st level, your Zealous Smite's can deal force or psychic damage instead of your weapon's damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of the Ancients Spells
Paladin Level Spell
2 Ensnaring Strike, Faerie Fire
5 Moonbeam, Misty Step
9 Greenfire*, Plant Growth
13 Conjure Woodland Beings, Guardian of Nature
17 Commune with Nature, Tree Stride

7th Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

Oath of Baator

During the great war of chaos, some of the first gods to grant power to mortals through oaths was Asmodeus. he granted those who wanted to avenge their loved ones and protect their communities the power of the nine hells. Alas, ths oath had small letters, and made them all obliged servants of devils and wielders of hellfire. Nowadays, these gruesome knights are known for their ruthlessness, their loyalty and their ability to corrupt, people, governments and entire cities, while commanding the armies of the hell. They are secretive, and favor manipulation and subtle tactics.

Some known modern orders of these paladins include: The Hand of Zariel all around the world; The Cahins of Nessus in Kraken Port; and The Hellfire Club in Hargin.

Tenets of Baator

The very lord of the Nine Hells, Asmodeus granted mortals it's power to combat the armies of chaos, but even when the world was in great danger, the god of contracts knew how to take advantage of the situation.

  • Contracts and Words. Respect your word, don't lie and take advantage of any loophole you can.
  • Loyalty to Baator. Chaos is not desirable but order. You may not take part on contracts or activities that directly hinders hell's advancement.
  • Ruthless Mercy. The world isn't a fair place, but you shall be. Make exemplar punishes of those that deserve them, and grant astonishing rewards to those loyal to you.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Devil's Blessing. As a bonus action, you can channel the power of devils trough you. You gain darkvision with a range up to 120 feet, and the ability to see trough magical darkness for up to 1 hour.
  • Turn Enemies. As an action, you present your holy symbol and shout a threat against all non lawful evil creatures of your choice that can see or hear you within 30 feet of you. Those creatures must succeed on a Wisdom saving throw or be turned for 1 minute or until they take damage.

Nine Hell's Smite

Also at 1st level, your Zealous Smite's can also deal fire or psychic damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of Baator Spells

Paladin Level Spell
2 Charm Person, Hellish Rebuke
5 Suggestion, Zone of Truth
9 Summon Lesser Demons, Titania's Royal Command*
13 Summon Greater Demon, Wall of Fire
17 Immolation, Infernal Calling

Aura of Influence

Starting at 7th level, you exude a strong devilish aura around you. While you're not unconscious, you have advantage on deception, intimidation, insight and persuasion checks against non allied creatures of your choice within 10 feet from you.

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

Commander of Baator

Starting 15th level, you gain resistance to fire and poison damage. Also, devils with a CR equal to or lower than 1/3 your paladin level (rounded down) won't attack you nor your allies unless you're hostile or interfere with a contract.

Champion of the Nine Hells

At 20th level, you are now a true general of Hell's legions, and thus, you can assume the mantle of a powerful devil. As a bonus action, you can activate a powerful transformation that grants you the following advantages for 1 minute:

  • You gain immunity to fire and poison damage, as well as resistance to bludgeoning, piercing and slashing damage.
  • Your melee attack damage rolls add your charisma modifier as additional fire damage and are considered adamantine for purposes of overcoming resistance and immunity to non-adamantine attacks.
  • You grow fiendish wings that grant you flying speed of 40 feet.

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

Oath of Beauty

During the second half of the great war of chaos, Elain was devastated by the lose of art, hope and beauty in the world, and thus, she decided to grant mortals her blessing in the form of a beautiful oath. She, and those who saw beauty on the world despite it being ravaged by war, chaos and tragedy, still held hope to recover the lost glory of the world. Those that follow the oath of beauty devote themselves to the protection of beauty in all it's forms, adopting the way of elegance, perfection and justice. These paladins are highly revered and admired by their dedication to the preservation of civilization and hope.

Some known modern orders of these paladins include: The Knights of the Rose in Hargin; The Dream Painters in Kyzan; and The Daughters of Elain in Arivanthor.

Tenets of Beauty

Paladins that follow the oath of beauty strive to achieve perfection. Mostly humans, elves and hobgoblins follow the path to true beauty.

  • Nourish Beauty. You must actively seek to inspire others, to create art and protect the beauty of the world.
  • Elegance. Beauty is not complete without proper etiquette, and is your responsibility to uphold both your image and the image of your order.
  • Cleanse the Stains. Wherever something has stained art and beauty, you must strive to recover what has been lost.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Beauty Spells

Paladin Level Spell
2 Charm Person, Color Spray
5 Enthrall, Suggestion
9 Beacon of Hope, Hypnotic Pattern
13 Compulsion, Dominate Beast
17 Dominate Person, Hallow

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Muse Inspiration. As a bonus action, you can inspire your allies. Choose a willing creature that can see you within 30 feet of you. Showing your holy symbol, the creature gains temporary hit points equal to half your paladin level (rounded up) and adds your charisma modifier (minimum 1) to all it's attack rolls until the beginning of your next turn.
  • Charming Presence. As an action, you can control your enemies with your beauty. Creatures of your choose that can see you within 30 feet of you must succeed on a Wisdom saving throw or become charmed by 1 minute. Creatures can repeat their saving throws at the ending of each of it's turns, ending the effect on a success.

Awe Inspiring Smite

Your Zealous Smite's can also deal radiant or psychic damage.

Aura of Clarity

Starting at 7th level, your mere presence lures creatures to you. While you're not unconscious, you and creatures of your choice within 10 feet from you have advantage on saving throws against enchantment spells.

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

Stunning Beauty

Starting at 15th level, the beauty you have contemplated has transformed you inner self. Attacks of creatures within 30 feet of you that can see you are made with disadvantage. This is a charm effect.

Pinnacle of Beauty

Starting 20th level, you can release the terrible and inspiring beauty that lies dormant inside of you. As a bonus action, you can assume a transformation that persists for 1 minute and grants you the following advantages:

  • You have immunity to the charmed condition.
  • You can add your charisma modifier to your attack rolls.
  • You can cast the command spell as a 1st level spell as a bonus action once without spending a spell slot.

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

Oath of the Corsair

Blood, Salt and Freedom. These are the words of an ancient corsair song. Those who gave their lives to protect the life on the ocean are often drawn to follow the path of the corsair, an oath created many years ago after Vodach lost all of his triton brethren to the aberrations of sea. Expert swashbucklers and inspiring leaders, these warriors devote themselves to protect the seas and inspire both mariners and common sea people alike to seek freedom, honor and bravery above all other things in life.

Some known modern orders of these paladins include: The Brine Knights in Kraken Port; The Vessel of his Majesty in Lurya's Confederacy; and the Sea Dragons on Yaxx'Rukim.

Tenets of the Corsair

The tenets of this oath were long ago established not by Vodach who gave it's power for it, but by the first corsairs that accepted to uphold the oath.

  • Respect Freedom. You must be free, and respect other creature's freedom, acting with respect for yourself.
  • Loyalty. You must uphold your loyalty to both your word and your crew. Doing otherwise makes you scum, and scum must be smited.
  • Be Brave. Show bravery even when the tides are against you. Cowards must be abandoned to their own luck.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Sea Fury's Shot. As a bonus action, you can smite an enemy with a firearm. Make a weapon attack roll using a one handed firearm you're proficient with using charisma as your attack ability. On a hit, the target takes 2d8 + your charisma modifier as lightning damage. The damage increases as you gain levels in this class, to 3d8 at 8th level, 4d8 13th level and 5d8 at 18th level.
  • Captain's Command. As an action, you can command your crewmates. You can choose a number of creatures up to your charisma modifier (minimum 1) to use their reaction to immediately move up to half their speed and make a weapon attack roll. Creatures add your charisma modifier (minimum 1) as a bonus to their attack roll.

Sea Storm's Smite

Also at 1st level, your Zealous Smite's can also deal cold or lightning damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of the Corsair Spells

Paladin Level Spell
2 Command, Zephyr Strike
5 Gust of Wind, Water Stream*
9 Motivational Speech, Water Breathing
13 Control Water, Storm Sphere
17 Control Winds, Maelstrom

Aura Of Sea's Freedom

Starting at 7th level, you gain a swimming speed equal to your walking speed. Also, while you're conscious, you and creatures of your choice within 10 feet of you have advantage on skill checks and saving throws to avoid being grappled or restrained.

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

Blessing Of The Depths

Starting 15th level, a protective mist surrounds your body. You gain the following benefits:

  • You gain resistance to cold and lightning damage.
  • Whenever a creature hits you with a melee attack, it receives cold damage equal to your charisma modifier.
  • You can breath both air and water.

Lord Of The Seas

At 20th level, you can channel the spirits of great captains to briefly become a paragon of heroic adventure. As a bonus action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:

  • You gain a +1 bonus to your armor class.
  • You gain advantage on your first weapon attack on each of your turns.
  • You can take the Dodge action as a bonus action.
  • You have advantage on all Dexterity saving throws.

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

Oath of Conquest

Tromos was a god severely castigated after the great war of chaos, despite not being acting on his own will, his brethren decided that he shall be punished. As a response, he created the last of the oaths, an oath of conquest that will help those who still wanted to wage war. He granted them the strength and the will to smite their enemies and claim whatever they want with an endless ambition and an unyielding will. The following text replaces the XGtE's subclass entry.

Some known modern orders of these paladins include: The Depth's Reclaimers in Nal'Ferris; The Woad Riders in Hargin; and The Ear Reapers in Vecania.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

  • Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
  • Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
  • Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Subjugating Smite

Also at 1st level, your Zealous Smite's can deal force or radiant damage instead of your weapon's damage.

Oath of Conquest Spells

Paladin Level Spell
2 Armor of Agathys, Command
5 Hold Person, Spiritual Weapon
9 Bestow Curse, Fear
13 Nightmarish Apparition*, Stoneskin
17 Cloudkill, Dominate Person

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Oath of the Crown

The oath of the Crown, powered by the goddess of Kings and Wealth, Madur, was created by her when kings and rulers had no way to control their revel populations after the great war of chaos. She yielded the tenets of the oath, and those who accepted to uphold them gained the love of their governments. These zeal warriors live, fight and die protecting their rulers and their countries, and are expected to never raise against them. The following text replaces the SCAG's subclass entry.

Some known modern orders of these paladins include: The Jeweled Hand in Sapphire Hold; The Tower Enforcers in Vecania; and The Stone Bortherhood in Moran'Gol.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

  • Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Royal Smite

Also at 1st level, your Zealous Smite's can deal psychic or radiant damage instead of your weapon's damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of the Crown Spells

Paladin Level Spell
2 Command, Compelled Duel
5 Warding Bond, Zone of Truth
9 Aura of Vitality, Titania's Royal Command*
13 Banishment, Guardian of Faith
17 Circle of Power, Geas

Aura of Protection

Starting at 7th level, while you are not incapacitated, you emanate a threatening aura against those you harm. While you're conscious, attacks against creatures of your choice other than you within 10 feet of you are made with disadvantage.

At 18th level, the range of this aura increases to 30 feet.

Unyielding Saint

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 minute:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Dead

Undead have always hunted the mortals, be it for hate, wrath or simply because they want the warmth of the living. After the raise to undeath of Vecna during the great war of chaos, Vefaris felt immediately how the souls of the departed weren't able to reach the soul well of her realm. She immediately granted mortals her blessing, and with said blessing those paladins that uphold this oath protect mortals from the threat of undeath and their masters, swearing to separate the dead from the living.

Some known modern orders of these paladins include: The Black Knights of Vecania; The Grave Diggers in Fraedia; and The Soul Breakers in Lurya's Confederacy.

Tenets of the Dead

Those holy warriors that uphold the oath of the dead strive to separate their lives from their oath, as death is not life, and life is not complete without death.

  • Respect Life. Live a plentiful joyful and satisfying life. Avoid reaping lives unnecessarily.
  • Honor the Dead. Guide the souls of those that died to their deserved afterlife.
  • Destroy the Undead. Whenever faced with an undead, you must go out of your way to end it's existence.
  • Separate the Dead From the Living. The dead and the living belong to their own realms. Keep it that way and punish those that disrespect such law.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Beacon of Light. Using an action, you can channel radiant energy. Creatures of your choice within 15 feet from you must succeed on a Constitution saving throw against your spell DC or take 2d6 radiant damage, or half damage on a success. Undead have disadvantage on their saving throws. The damage increases as you gain levels in this class, to 3d6 at 8th level, 4d6 13th level and 5d6 at 18th level.
  • Touch of Life. Whenever you use your Lay on Hands to restore hit points, you can decide to recover additional hit points to that creature equal to your paladin level + your charisma modifier (minimum 1).

Grave's Justice Smite

Also at 1st level, your Zealous Smite's can also deal necrotic or radiant damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of the Dead Spells

Paladin Level Spell
2 Ceremony, Detect Evil and Good
5 Augury, Lesser Restoration
9 Revivify, Speak with Dead
13 Aura of Life, Death Ward
17 Dispel Evil and Good, Hallow

Aura of the Living

Starting at 7th level, you emanate an aura that protects other creatures from necrotic harm. Creatures of your choice within 10 feet of you have resistance to necrotic damage.

At 18th level, the range of this aura increases to 30 feet.

Veil's Protector

Starting 15th level, you gain resistance to necrotic damage.

Also, you can perceive the ethereal plane, gaining the effects of the see invisibility spell but only up to 30 feet.

Warrior of the Grave

At 20th level, you can channel the essence of the grave as a bonus action, gaining the following advantages for 1 minute:

  • You gain 10 temporary hit points at the beginning of each of your turns.
  • If you're reduced to 0 hit points but not outright killed, you are reduced to 1 hit point instead.

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

Oath of Devotion

One second god that granted his blessing to mortals, Brahl, the god of gods, granted mortals it's divine blessing to protect the lives of all their The god of gods, Brahl, granted mortals his blessing with the purpose of protecting life, and smite evil and chaos alike. They are some of the most zealous and benevolent paladins, and their dedication and devotion to the well-being of people and the land makes them really loved by all cultures. The following text replaces the PHB's subclass entry.

Some known modern orders of these paladins include: The Black Nights of Vecania; The Grave Diggers in Fraedia; and The Soul Breakers in Lurya's Confederacy.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

  • Honesty. Don't lie or cheat. Let your word be your promise.
  • Courage. Never fear to act, though caution is wise.
  • Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

  • Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

Divine Smite

Also at 1st level, your Zealous Smite's can deal thunder or radiant damage instead of your weapon's damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of Devotion Spells

Paladin Level Spell
2 Protection from Evil and Good, Sanctuary
5 Penance Flash*, Ray of Divinity*
9 Beacon of Hope, Dispel Magic
13 Angelical Wings*, Guardian of Faith
17 Commune, Domiel's Flaming Slash*

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

Holy Nimbus

At 20th level, you can emmanate the radiance of your own soul, using it to illuminate the path for your allies and smite evil with it. As an action, you can emanate an aura of sunlight.

  • For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
  • Whenever an enemy creature starts its turn in the bright light or enters it for the first time on it's turn, the creature takes 10 points of radiant damage.
  • In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Oath of Glory

Every civilization needs heroes to identify themselves with and to strive to replicate. The great war of chaos was a time where many heroes rosed and feel, but were never enough to keep on fighting against the armies of chaos. Aine, the goddess of life knew that to protect their children, more heroes were needed. Investing her glory in the form of this oath, she allowed those with enough will and strength to take upon the mantle of legends, rosing the morale of others and their mere presence inspires others to keep going even when chances of success are low. The following text replaces the MOoT's and TCoE's subclass entry.

Some known modern orders of these paladins include: The Summer Brotherhood in Arivanthor; The Wyrm Slayers in Yaxx'Rukim; and The Krakenauts in Kraken Port.

Tenets Of Glory

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

  • Actions over Words. Strive to be known by glorious deeds, not words.
  • Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.
  • Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
  • Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
  • Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d6 + your level in this class, divided among the chosen creatures however you like. The amount of temporary hit points increases as you gain levels in this class, to 3d6 at 10th level and 4d6 17th level.

Mythic Smite

Also at 1st level, your Zealous Smite's can also deal fire or radiant damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of Glory Spells

Paladin Level Spell
2 Compelled Duel, Heroism
5 Enhance Ability, Magic Weapon
9 Haste, Protection From Energy
13 Aura of Purity, Raziel's Invigoration*
17 Legend Lore, Flame Strike

Aura of Physical Superiority

At 7th level, you emanate an aura that fills you and your companions with supernatural strength, allowing you to augment their might and resistance. Your walking speed increases by 5 feet.

In addition, if you aren't incapacitated, you and creatures of your choice within 10 feet from you have advantage on strength and constitution checks and saving throws.

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

Glorious Defense

When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make a melee weapon attack against the attacker as part of this reaction.

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

Living Legend

At 20th level, you can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks and saving throws.
  • Once on each of your turns when you make a weapon attack and miss, you can rerroll the attack roll.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

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

Oath of Healing

The effects of the war and it's devastation affected not only mortals, but the entire life of Abbeorht, from plants to animals, and Heilsa saw in despair how nobody could successfully treat the wounded, as their numbers where much higher than those of healers. She granted her blessing to mortals, allowing these benevolent warriors to aid in both war and wounds treating. Nowadays they are among some of the most demanded paladins in battalions of all armies, as their ability to maintain people alive reduces casualties and allows to bring back soldiers to fight quickly.

Some known modern orders of these paladins include: The Charity Sisters all accros the world; The Knights Hospitalier in Arivanthor; and The Strauss' Companions in Fraedia.

Tenets of Healing

The tenets of the oath of healing are simple but sometimes difficult to maintain if they engage in combat.

  • Treat Malady. You shall always strive to ride those afflicted by disease free of it. Heal the wounded and treat the sick.
  • Defend Yourself. You are a medic first but a zealous warrior second. You shall not initiate conflict, but if attacked, you cannot let others abuse of you: a dead medic can heal no one.
  • Everything Possible. You shall always do everything there's on your mortal hands to avoid death around you.
  • Ease the Pain. Pain is a certain torture for those who suffer it. If you cannot ease pain, you shall bring a quick and honorable death, but only after exhausting all possibilities..
  • Do Not Slaughter. You are not a monster, and shall conduct yourself with honor and compassion. If you ever need to kill someone, do it swiftly and with honor.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Physician's Touch. When you use your Lay On Hands feature, you can forgo rolling for healing and instead heal the creature for the maximum possible amount of healing.
  • Protect the Fallen. You can use a bonus action to touch an unconscious creature. The creature is automatically stabilized, and attacks against it no longer provoke automatic fails in death saving throws. This effect ends early when the creature regains consciousness or after 1 minute. When the creature regains consciousness, it doesn't gains the wounded condition.

Healer's Smite

Also at 1st level, your Zealous Smite's can also deal psychic or radiant damage. Creatures reduced to 0 hit points by your smites become stabilized.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of Healing Spells

Paladin Level Spell
2 Healing Word, Touch of Regeneration*
5 Saving Grace*, Prayer of Healing
9 Beacon of Hope, Mass Healing Word
13 Aura of Purity, Raziel's Invigoration*
17 Greater Restoration, Mass Cure Wounds

Aura of Mercy

Starting 7th level, you emanate a soothing aura of energy that helps others cling to life. While you're conscious, creatures within 10 feet of you add your Charisma modifier (minimum 1) as a bonus to their death saving throws.

Sense Affliction

Starting 15th level, you are always under the effects of the Detect Poison and Disease spell.

Also, you can now heal magical diseases using your Lay On Hands feature expending 2 zeal points per each of them to treat.

At 18th level, the range of this aura increases to 30 feet.

Soothing Nimbus

Starting 20th level, you can channel a huge amount of healing energy across your body, emanating an aura of radiant soothing energy. For 1 minute, you gain the following benefits:

  • You emanate an aura of bright light in a 15 feet radius and dim light in an additional 15 feet radius.
  • Creatures of your choice that start their turn within your light are healed by 10 hit points at the beginning of their turns of if they enter the area for the first time on their turn.
  • If you are reduced to 0 hit points but not outright killed, your body suddenly emits a blinding flash of light that brings you to half your total amount of hit points. Hostile creatures in the area of your light must succeed on a Constitution saving throw or be blinded for 1 minute. They can repeat the svaing throw at the ending of each of their turns, ending the effect on a success.

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

Oath of the Hunter

Countless creatures have slipped to our world. Creatures that do not belong here, and still, predate on mortality, making us suffer and fear. But those creatures didn't know, that all of Abbeorht is Marah's hunting grounds. After the "death" of Fraedus, she exploded with killing ire, and granted those who accepted her gift the power to hunt those creatures that did not belonged to this world. Among paladins, many have found their calling in the cleansing of the world, and follow the oath of the hunter, an oath that brings safety to mortals and death to outsiders.

Some known modern orders of these paladins include: The Bridge Burners all across the world; The Purifiers of Abbeorht in Vecania; and The Wood Stalkers in Fraedia.

Tenets of the Hunter

The first paladins that took this oath were not really paladins, but rangers under the service of mother Marah. The tenets of the hunt are hard to follow by most traditional paladins.

  • Forethought. Plan ahead. A good hunter avoids their target to wreak havoc. Thus, you must repair the damage created by your neglect.
  • Grant a Swift Kill. You're a hunter, not a monster. Just kill your target and avoid unnecessary suffering.
  • Vigilance. You must be always ready for trouble, ready to hunt for monsters and protect those that cannot protect themselves.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Killing Smite. When you use your Hunter's Smite Feature, your smite damage die increases from d8s to d10s. If the attack hits an aberration, celestial, elemental, fiend, fey or incorporeal undead, the smite deals d12s instead.
  • Blessed Hunter. You can imbue a weapon with divine energy to make it better at hunting. The weapon becomes imbued for a number of days equal to your charisma modifier (minimum 1). It counts as a melee weapon for purposes of paladin features.

Hunter's Smite

Also at 1st level, your Zealous Smite's can also deal force or poison damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of the Hunter Spells
Paladin Level Spell
2 Detect Evil and Good, Hunter's Mark
5 Cordon of Arrows, Pass Without Trace
9 Slow, Haste
13 Banishment, Locate Creature
17 Holy Weapon, Legend Lore

Aura of Resistance

Starting at 7th level, your mere presence guards others against outsider influence. While you're conscious, you and all creatures of your choice within 10 feet from you can use their reactions to repeat any failed Charisma, Intelligence or Wisdom saving throw.

At 18th level, the range of this aura increases to 30 feet.

Unstoppable Hunter

Starting 15th level, almost nothing can stop you from hunting your prey. You have advantage on saving throws against the charmed, frightened, paralyzed, and petrified conditions.

Hunter of Legends

At 20th level, you can imbue your weapons with precise and deadly magic to hunt your enemies. You gain the following advantages for 1 minute:

  • Your attack rolls score a critical on a roll of 19-20.
  • Your critical hits deal 1 more weapon damage die.
  • Melee attack rolls made against you have disadvantage.

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

Oath of Justice

When Vecna was struck down by the treacherous gods during the great war of chaos, Bil'Mak feel ill with anger and a deep desire of retribution for the death of his beloved brother. He granted mortals his divine power over justice to serve as judge, jury and rigs to punish those that broke the law of the world, not only the Gorocs of the armies of chaos, but also those mortals that turned against their treacherous brethren. nowadays, they serve as executors, but they must remain loyal and truthful to the law of the land, and not act by their guts but by the book.

Some known modern orders of these paladins include: The Stoneheart Executors in Moran'Gol, The Curse Enforcers in Ebon Grove; and the Scaled Inquisition in Yaxx'Rukim.

Tenets of Justice

Those who uphold the tenets of castigation are bonded by law to law, and are expected to respect it whenever they go, no matter what it may include.

  • Respect the Law. You are entitled to always abide the law. If you ever break it, you shall seek immediate retribution by a competent authority.
  • Punish the Criminals. Those who act against the law are undignified and must be smited and castigated according to the local law.
  • Proofs and Innocence. You must only act against those who break the law and can be demonstrated. You must serve as either investigator or information gatherer before taking a decision. Don't rush to conclusions and avoid castigating the innocent.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Culprit Revelation. As an action, you can utter that someone nearby is guilty of a crime. All creatures guilty of said crime that can see and/or hear you within 60 feet of you must make a Charisma saving throw. On a failure, they emit a subtle reddish energy that glows in dim light in a 5 feet radius for 1 minute. During that time, affected creatures cannot turn invisible nor teleport, and you gain advantage on your first melee attack roll against them during that minute.
  • Judge's Senses. As a bonus action, you add your Charisma modifier (minimum 1) to all Insight, Investigation and Perception checks you make. Also, you can immediately tell if someone is telling you a lie. This effect remains for up o 10 minutes.

Repentive Smite

Also at 1st level, your Zealous Smite's can also deal psychic or radiant damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of Castigation Spells
Paladin Level Spell
2 Angelic Rebuke*, Searing Smite
5 Celestial Chains*, Zone of Truth
9 Blinding Smite, Castigate Evil Creature*
13 Phantasmal Killer, Vision of Guilt*
17 Legend Lore, Reincarnate

Aura of Honor

By 7th level, you emanate an aura that protects you and others from surprises and dishonorable attacks. While you're conscious, you and all creatures within 10 feet of you cannot be surprised.

At 18th level, the range of this aura increases to 30 feet.

On Law's Side

Starting 15th level, your righteousness protects you from law breakers. You gain the following benefits for your channel divinity options:

  • Culprit Revelation. Attacks made against you by creatures marked by this channel divinity are made with disadvantage.
  • Judge's Sense. The benefit of this channel divinity option increases to 1 hour.

Embodiment of Law

Starting 20th level, you can channel the most righteous and just energy from within your own body. As an action, you can gain the following benefits for 1 minute:

  • You are immune to the charmed, frightened, grapple, poisoned, possessed and restrained conditions.
  • Creatures who hit you with attacks must make a Charisma saving throw, receiving the same amount of damage you take as psychic damage on a failure, or only half on a success.

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

Oath of Radiance

One of the first oaths to be created by the gods, the oath of radiance embodies the justice, the warmth, the light and the fury of the sun god Belenus. This oath was made with the purpose of protecting the mortals that cannot protect themselves, to banish darkness and put in equal terms those creatures with magical abilities that were almost impossible to fight. Those paladins that follow the oath of radiance bring light, justice and hope to those in need, and searing pain and blinding radiance to the wicked.

Some known modern orders of these paladins include: The Sun Walkers in Arivanthor, The Hope Bringers in Ebon Grove; and The Brotherhood of the Bright Snow in Farhearth.

Tenets of Radiance

The tenets of radiance were stablished by the mighty sun god. The paladins that follow this oath are expected to follow the following rules.

  • Become a Beacon of Hope. Your light shall bright and bring hope to those in desperation.
  • Never Surrender. Even when light is dwindling, you must fight to protect it.
  • Preserve the Light. You must protect those places wherever light and hope already shine.
  • Banish Shadows. Whenever faced with the opportunity to dissipate darkness, you must fight to achieve it.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Revelations. As a bonus action, you can present your holy symbol to create an area of 15 feet of bright light around you. The light dispells magical darkness and illusion spells as if casting a spell with a level equal to half your paladin level (rounded up, minimum 1) and reveals invisible creatures. The light remains for up to 1 minute or until you dismiss it as a bonus action.
  • Shinning Radiance. As an action, you can shine a bright light in a 15 feet area centered on you. Creatures of your choice in the area must succeed on a dexterity saving throw against your spell DC, becoming blinded until the ending of your next turn.

Purging Smite

Also at 1st level, your Zealous Smite's can also deal deal fire or radiant damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of Radiance Spells
Paladin Level Spell
2 Guiding Bolt, Heroism
5 Prayer of Healing, Ray of Divinity*
9 Daylight, Fireball
13 Aura of Purity, Guardian of Faith
17 Immolation, Wall of Light

Aura of Cleansing

Starting at 7th level, you emanate an aura of warm security around yourself. You gain resistance to radiant damage.

Also, the range of your Lay On Hands feature is extended to the area of this aura. Spending 5 points from your lay on hands feature, you can target a willing creature to end a blinded, deafened, paralyzed condition. You can end multiple conditions affecting the same creature as normal, expending enough points from your Lay On Hands feature at once.

At 18th level, the range of this aura increases to 30 feet.

Dispelling Light

Starting 15th level, you now can use the light to dispell magic. You can cast the dispel magic spell once as a 5th level spell. You recover the ability to do so when you finish a long rest.

Radiant Champion

At 20th level, you now can imbue your body with pure light to smite shadows. You gain the following advantages for 1 minute.

  • You gain resistance to all damage.
  • You add your charisma modifier as radiant damage to all your weapon attack rolls.
  • Whenever you are hit by an attack roll made by a creature you can see within 120 feet from you, you can use your reaction to castigate it, inflicting 2d8 + your charisma modifier as radiant damage against it.

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

Oath of Redemption

Many mortals ended up dying during the great war of chaos. Charon, the god of passage, saw a lot of souls with unfinished destinies, many who died before making amendments for their wrong doings, and, alas, they had to suffer a destiny that could have been avoided. He then created an oath for to help others repent, to work towards redemption. These holy warriors help others to take a path towards goodness and cooperation, but those that resist must be punished. The following text replaces the XGtE's subclass entry.

Some known modern orders of these paladins include: The Soul Cleansers all around the world; The Flesh Purifiers in Vecania; and The Repentance Sisters in Arivanthor.

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

  • Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
  • Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
  • Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
  • Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow your path knowing its just.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Emissary of Peace. You can augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Persuasion checks for the next 10 minutes.
  • Rebuke the Violent. You can rebuke those who use violence. Immediately after a creature within 30 feet of you deals damages a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt, or half as much on a successful save.

Penance's Smite

Also at 1st level, your Zealous Smite's can deal psychic or radiant damage instead of your weapon's damage. Creatures reduced to 0 hit points by your smites become stabilized.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of Penance Spells
Paladin Level Spell
2 Sanctuary, Sleep
5 Calm Emotions, Hold Person
9 Counterspell, Hypnotic Pattern
13 Otiluke's Resilient Sphere, Shell-ter*
17 Hold Monster, Wall of Force

Aura of the Guardian

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you the following benefits.

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Oath of Vengeance

many lost most if not all of their possessions during the great war of chaos, and among those things that were lost, were the elven children of the moon Goddess Selendis. The goddess felt a huge pain as their children where massacred by the gorocs, and thus, she granted them the power to avenge the fallen and help them to survive. Paladins who uptake this order are not preoccupied by law, not even justice as the law of mortals can fail to grant retribution. These paladins seek to achieve vengeance upon those have done wrong to others. The following text replaces the PHB's subclass entry.

Some known modern orders of these paladins include: The Stalwart Avengers in Hargin, The Dragon Scourge in Yaxx'Rukim; and The Order of Crying Moon all around the world.

Tenets of Vengance

Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out punishment and revenge upon those who do evil. The core principles are the following:

  • Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
  • No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
  • By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
  • Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
  • Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vindictive Smite

Also at 1st level, your Zealous Smite's can deal force or psychic damage instead of your weapon's damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of Vengance Spells
Paladin Level Spell
2 Bane, Hunter's Mark
5 Hold Person, Penance Flash
9 Haste, Protection from Energy
13 Banishment, Mark of Termination*
17 Hold Monster, Legend Lore

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

Oath of the Watchers

At the end of the great war of chaos, aberrations flooded the world, and after them, many other outsiders. These beings initially fought the gorocs and contributed to victory, but soon turned towards weaker prey: mortals. Alhmar, despite being a pacifist god, wasn't able to bear the weight of contemplating the massacre after so long, and decided to intervene maybe for the first time in Abbeorht's history. he granted mortals his blessing, allowing those valiant mortals who took the mantle to watch over the well-being of their brethren and protect the lands from outsider influence. The following text replaces the TCoE's subclass entry.

Some known modern orders of these paladins include: The Tower's Watch in Vecania, The Silvered Companions in Ebon Grove; and The White Wardens all around the world.

Tenets of the Watchers

A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.

  • Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
  • Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
  • Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Channel Divinity

When you take this oath at 1st level, you gain the following two Channel Divinity options.

  • Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
  • Abjure the Extraplanar You can castigate otherworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

Vigilant Smite

Also at 1st level, your Zealous Smite's can deal psychic or radiant damage instead of your weapon's damage.

Oath Spells

Starting 2nd level, you gain the listed oath spells.

Oath of the Watchers Spells
Paladin Level Spell
2 Alarm, Detect Magic
5 Moonbeam, See Invisibility
9 Counterspell, Nondetection
13 Aura of Purity, Banishment
17 Hold Monster, Scrying

Aura of the Sentinel

At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your Charisma modifier (minimum 1).

At 18th level, the range of this aura increases to 30 feet.

Vigilant Rebuke

At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards.

Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Mortal Bulwark

At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

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

Ranger

The world outside the walls of villages, towns and cities is, simply, dangerous. Countless creatures roam the land hunting and feasting on the flesh of all kind of mortals, from simply giant monstrosities like mutated predators or magically created beasts, to outsiders like fey or aberrations that roam the land trying to fulfill their agendas. In the middle of these lands, few people can hope to survive, and a group of mortals specially trained have been attempting to clean the wilds around settlements to make them safer and allow the expansion of civilization. These mortals, known as rangers, draw on the power of the scarred nature to try to protect both the land and it's righteous inhabitants.

Class Features

Hit Points

  • Hit Dice: 1d10 per Paladin level
  • Hit Points at 1st Level: 10 + Your Constitution modifier
  • Hit Points at Higher Level: 1d10 (or 6) + your Constitution modifier per paladin level after 1st.

Proficiencies

  • Armor: Light armor, medium armor, shields (except tower shields).
  • Weapons: Simple weapons, martial weapons, firearms.
  • Tools: None.
  • Saving Throws: Strength, Dexterity.
  • Skills: Survival + three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Ride and Stealth.
Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Primal Companion, Renowned Explorer, Favored Terrain
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Conclave 3 3
4th +2 Ability Score Improvement, Hunter's Recovery (x1) 3 3
5th +3 Extra Attack 4 4 2
6th +3 Improved Primal Companion 4 4 2
7th +3 Ranger Conclave Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 Nature's Strider 6 4 3 2
10th +4 Improved Favored Terrain 6 4 3 2
11th +4 Ranger Conclave Feature, Primal Companion Extra Attack 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 Vanish 8 4 3 3 1
14th +5 Superior Explorer 8 4 3 3 1
15th +5 Ranger Conclave Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 Tireless 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Primal Hunter 11 4 3 3 3 2

Equipment

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

  • (a) lamellar or (b) reinforced leather
  • (a) two shortswords or (b) two martial melee weapons
  • A Melee simple weapon or a Shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) recurve bow or (b) a compound bow
  • 20 arrows and a quiver
  • A druidic Focus

Primal Companion

Starting 1st level, you gain the ability to magically summon a primal beast from the beastlands, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block from those available at the end of this class entry. Your primal beast uses your proficiency bonus (PB) in several places, and adds your proficiency bonus to any saving throw it makes.

You determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use it's reaction on its own, but the only action it takes is the Dodge action.

You can 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 beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher.

The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Some abilities of your beasts require a saving throw. The DC equals your spell save DC.

Renowned Explorer

Starting 1st level, you become a proficient explorer of the wilds. Now you add half your ranger level (rounded up) as a bonus to any survival check you make.

Favored Biome

Also, at 1st level, your training in a specific region has granted you the necessary knowledge to move through it with ease. Choose one of the following biomes. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.

Arctic/Taiga

Your gain immunity to the effects of extreme cold.

Coast/Lake/River

You gain a swimming speed equal to your walking speed. Also, you now can maintain your breath for twice longer than you would normally could.

Desert

Your gain immunity to the effects of extreme heat.

Forest

You can communicate simple ideas with beasts with a walking speed of small or lower size. They can understand the meaning of your words, though you have no special ability to understand them in return.

Jungle

You gain advantage on saving throws against poisons and diseases.

Grassland

Your walking speed increases by 5 feet.

Mountain

You gain a climbing speed equal to your walking speed.

Swamp

You have advantage on checks and saving throws that would slow you down.

Underdark

You gain darkvision out to range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet up to 150 feet.

Fighting Style

At 2nd level, you adopt a particular 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 you later get to choose again.

  • Adaptive Fighting. While wielding a single versatile weapon and no shield, you can choose to wield it one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to both attack and damage rolls. Wielding it two-handed grants you a +1 bonus to your damage rolls and AC.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Classical Fencing. When you are wielding a single melee weapon in one hand without the Heavy, Two-Handed or Versatile properties and no shield or heavy armor, you gain a +1 bonus to your AC.
  • Close Quarters Shooter. You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
  • Crossbow Shooter. You ignore the loading property of crossbows.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Mariner. As long as you are not wearing medium armor, heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
  • Piercer Shooter. While you are wielding a two-handed ranged weapon, you gain a +2 bonus to damage rolls with that weapon.
  • Polearm Fighter. When making an attack with a polearm, you can then take a bonus action to make a second weapon attack with its opposite end, dealing 1d4 + your ability modifier in bludgeoning damage.
  • Powerful Attacker. When making an attack with a weapon you are proficient in using strength, you can choose to forfeit adding your bonus proficiency to the attack roll. If the attack hits, then you add your bonus proficiency to the damage roll.
  • Shield Combat. If you're wielding a light weapon and a shield on your off hand, you can make a bash attack with you shield as a bonus action. This attack adds your strength modifier to the damage roll.
  • Skirmisher. On your turn, you can take the disengage action as a bonus action after making a melee weapon attack whit a weapon with the light and/or finesse property.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain two superiority die, which are d4s (this die is added to any superiority dice you have from another source). This die is 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.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Tunnel Fighter. While fighting in reduced spaces, you don’t have disadvantage on attack rolls while using weapons with the two handed, heavy or versatile properties. Also, as a bonus action, you can decide to enter a defensive stance; while in this stance, you can make an attack of opportunity against any creature that comes within your range.
  • Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, like a druid does.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher.

To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Jump and have a 1st-level and a 2nd-level spell slot available, you can cast Jump using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws from nature's essence. You use your Wisdom whenever a spell refers to your spellcasting ability.

In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom score modifier

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a dreamcatcher, a wand or rod made of special wood, a staff drawn whole from a living tree, or fetishes made from sacred animals.

Primal Awareness

You learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
2 Speak With Animals
5 Beast Sense
9 Speak With Plants
13 Locate Creature
17 Commune With Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Ranger Conclave

At 3rd level, you've been trained by one of the 16 known groups of rangers across the world and adopted their ideals. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

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

Hunter's Recovery

Also by 4th level, you can relax and recover the needed focus to hunt your prey. If you expend at least 15 minutes meditating while touching your druidic focus or primal companion, you regain a number of spell slots with a combined level equal to or lower than 1/3 your ranger level (rounded down), and none of the slots can be 6th level or higher.

For example, if you're a 8th-level ranger, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Starting 14th ranger level, you now regain 2 expended uses of this feature whenever you finish a short rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Primal Companion

Starting 6th level, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Starting 11th level, whenever you command your primal companion to take the attack action, it can make two attacks instead of one.

Nature's Strider

When you reach 9th level, you gain a serie of benefits:

  • Moving through nonmagical difficult terrain costs you no extra movement.
  • Non-magical difficult terrain doesn’t slow your group’s travel time.
  • Your group can’t become lost except by magical means.

Improved Favored Terrain

Starting 10th level, your training grants you additional advantages derived from the biome you became a ranger.

Arctic/Taiga

You gain resistance to cold damage.

Coast/Lake/River

You ignore disadvantage on attack rolls and skill checks related to be swimming or underwater.

Desert

You gain resistance to fire damage.

Forest

You learn the secret language of nature's protectors: Druidic.

Jungle

You gain resistance to poison damage.

Grassland

Your speed increases by an additional 5 feet.

Mountain

You gain advantage on Strength checks and saving throws.

Swamp

You also gain advantage on checks and saving throws to avoid being grappled or restrained.

Underdark

You can see in magical darkness nut only within 30 feet of you.

Vanish

Starting at 13th level, you can no longer be tracked by nonmagical means, unless you choose to leave a trail.

Superior Explorer

Starting at 14th level, you gain the following advantages:

  • You now ignore the slowing effects of magical difficult terrain, as well as gaining advantage on saving throws to avoid being harmed by it.
  • You can use the Hide action as a bonus action on your turn.
  • You can't be tracked by nonmagical means, unless you choose to leave a trail.

Tireless

Starting 17th level, you recover faster from exhaustion than others. Whenever you finish a short rest, your exhaustion level, if any, decreases by 1.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. You gain a blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Primal Hunter

At 20th level, you become an unparalleled hunter of your enemies. Your unarmed and weapon attack rolls, as well as your primal beast's attacks score a critical on a roll of 19-20.

Primal Companion Options

Rangers can call on different types of spirits from the beastlands to aid them, choosing one of many different type of companions whenever they summon one of these spirits. The following options are available for all rangers.

Amphibious Beast

These beasts are usually summoned on swamp lands and humid jungles. They usually take the form of giant toads, frogs or salamanders.


Amphibious Beast

Medium Beast


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 30 ft., swim 30ft.

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

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 7
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Amphibious: The beast can breath both air and water Toxic Skin: A creature that hits the beast with a melee attack must succeed on a Constitution saving throw or become poisoned until the ending of the beast's next turn.

Actions

Poisonous Touch: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB poison damage.

Aquatic Beast

These kind of beasts are popular for maritime rangers and lake wardens. These beasts usually take the form of all kind of fishes, like barracudas or sharks, to some aquatic mammals like seals or dolphins, or even octopuses.


Aquatic Beast

Medium Beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 10 ft., swim 40ft.

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

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 7
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Amphibious: The beast can breathe on air and water.

Actions

Binding Strike: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing or bludgeoning damage, and the target is grappled.

Flying Beast

Some rangers prefer to use swift flying beast that helps them in combat and aerial survey. They are usually tiny flying beasts like sparrows, canaries, falcons, seagulls or pigeons.


Flying Beast

Tiny Beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 3 + three times your ranger level (the beast has a number of Hit Dice [d4s] equal to your ranger level)
  • Speed 10 ft., fly 60ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 11 (0)

  • Skills Stealth 3 + PB, Perception 2 + PB
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 7 + PB
  • Languages understands the languages you speak

Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Talons: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 + PB slashing damage.

Predatory Beast

Those rangers that specialize in hunting creatures usually choose these carnivorous beasts. They are usually wolves, jaguars, hyenas, Monitor Lizards or Coyotes


Predatory Beast

Medium Beast


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft.

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

  • Skills Stealth 2 + PB,
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 7
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Ambush Predator: If an enemy of a creature is within 5 feet of it, the beast has advantage on it's attack rolls against it.

Actions

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

Primate Beast

Rangers that live or work in arboreal terrains usually use these beasts to aid them in battle or simply by their capability to throw things. They are usually chimpanzees, baboons, mandrills, gorillas or orangutans.


Primate Beast

Medium Beast


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 30 ft., climbing 30 ft.

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

  • Skills Athletics 2 + PB,
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 7
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Actions

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

Rock: Ranged Weapon Attack: your spell attack modifier to hit, reach 30/60 ft., one target. Hit: 1d4 + PB bludgeoning damage.

Riding Beast

Some riders prefer to summon their own mounts to aid them in battle, and popular by grassland striders, road wardens and those who join armies or mercenary groups. These beast usually are horses, zebras, bisons, bulls, deers or moose.


Riding Beast

Large Beast


  • Armor Class 12 + PB (natural armor)
  • Hit Points 6 + six times your ranger level (the beast has a number of Hit Dice [d10s] equal to your ranger level)
  • Speed 50 ft.

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

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 7
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Charge: If the beast moves at least 20 feet straight toward a target and immediately hits it with a maul attack, the target must succeed on a Strength saving throw or be knocked prone.

Actions

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

Subtle Beast

many rangers prefer companions with more subtle abilities, capable of surveying small places with ease and don't draw attention. They are usually beasts like raccoons, small monkeys, foxes, rodents or possums.


Subtle Beast

Small Beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 40 ft.

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

  • Skills Stealth 3 + twice PB, perception 2 + twice PB
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 7 + twice PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Stealthy: The beast can attempt to hide itself when only slightly obscured (like when it's behind a larger creature, on foliage, on dim light or half cover)

Actions

Rend: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + PB slashing damage.

Subclasses

Protectors of the land and mortals, rangers are quite scarce nowadays, as their numbers have suffered greatly on the last centuries. Decided to take back their rightful place in the world and fulfill once again their obligations, these conclaves are fighting to gain their place and names in Abbeorht.

Beast Master Conclave

Some of the most renowned and popular ranger conclaves all across the world, these primal warriors have taken upon their connection to nature to call forth a spirit that inhabits the beastlands and manifest it physically. They gain a unique connection to these primal beasts that can take many different forms, and ultimately, end up being their most powerful weapon and most loyal friends and companions. The following text replaces the PHB's subclass entry.

Beast Tamer

Starting 1st level, you gain proficiency in the Animal handling skill.

Improved Companion

Starting 3rd level, your beast companion has an improved corporeal body. Your primal companion gains one of the following advantages of your choice. You can change this option each time you summon a different beast. You can choose an additional option when you reach 11th and 15th level.

  • Amphibious. Your primal companion can now breath both air and water and gains a swimming speed of 30 feet.
  • Blindsight. Your primal companions gains a Blindsight with a range of 10 feet.
  • Brave Beast. Your primal companion gains immunity against the frightened condition.
  • Enlarge. Your primal companion's size increases one step (from small to medium or medium to large) up to a maximum of large, increasing it's hit points by an amount equal to 1 + your ranger level. Also, it's natural weapon's damage die increases 1 size (from 1 to 1d4, 1d4 to 1d6, 1d6 to 1d8 or 1d8 to 1d10.)
  • Fast Beast. Your primal companion's climbing, flying, swimming and walking speed increase each by 10 feet.
  • Improved Attacks. Your primal companion gets a +1 to it's natural weapons' attack rolls and damage rolls.
  • Keen Senses. Your primal companion can add your proficiency bonus to it's perception and investigation skill checks.
  • Pack Tactics. Your primal companion has advantage on attack rolls against creatures as long as at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Physical Expertise. Your primal companion adds your proficiency bonus to stealth, acrobatics and athletics skill checks.
  • Swift Beast. Your beast no longer provokes opportunity attacks from creature's it has damaged on it's turn until the beginning of it's next turn.

Beast Master Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Beast Master Spells

Ranger Level Spell
3 Find Familiar
5 Summon Beast
9 Haste
13 Dominate Beast
17 Insect Plague

Exceptional Training

Beginning at 7th level, on any of your turns when you command your beast to attack, you can also command it to also take the Dash, Disengage, or Help action on its turn as a bonus action.

Primal Strength

Starting 11th level, the bond between you and you companion makes it grow stronger. your primal companion gains a +1 bonus to both attack and damage rolls.

Mystical Bond

Beginning at 15th level, the bond between your primal beast and you gets stronger. When you cast a spell targeting yourself, you can also affect your primal companion with the spell if the beast is within 30 feet of you.

Bounty Hunter Conclave

Anyone can hunt for bounties, but only members of this conclave can do it as professionals. These hunter use potent magic that allows them an easier hunt, being able to quickly deal with terrible menaces, protecting people while obtaining some money while they're on it. Experts in exploiting weak points and opportunities, these hunters are valuable allies and terrible foes, and are usually found tracing and capturing their targets with preternatural swift all across the world.

Exploit Weakness

Starting 3rd level, you've learned to aim weak points. Once per turn, when you make an unarmed or weapon attack with advantage, you add your Wisdom modifier (minimum 1) as a bonus to the damage roll.

Professional Knacks

Also at 3rd level, you know a set of secret skills that makes your bounty hunting easier. You gain the following benefits.

  • Whenever you reduce a creature to 0 hit points and not outright kill it, you can decide to make it fall unconscious and stabilized instead of dead.
  • You ignore disadvantage when attacking at long range with nets and bolas.
  • You can take the dash action as a bonus action.

Bounty Hunter Magic

Starting at 3nd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bounty Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Bounty Hunter Spells

Ranger Level Spell
3 Command
5 Hold Person
9 Hypnotic Pattern
13 Locate Creature
17 Dominate Person

Two Steps Ahead

Starting 7th level, after studying your bounty, you know how to avoid being turned from hunter to prey. You have a +1 bonus to your AC and saving throws against creatures affected by your Ranger spells.

This bonus increases to +2 at 15th ranger level.

Relentless Hunter

At 11th level, you can focus your efforts into your prey. When you hit a creature with two attacks after taking the attack action on your turn, you can make an additional unarmed or weapon attack against it as a bonus action.

Opportunist

By 15th level, you can quickly exploit any opportunity against your unfortunate preys. When an enemy you can see within 60 feet of you fails an attack against you, you can use your reaction to make a single unarmed or weapon attack against it with advantage.

Drakewarden Conclave

Mortals were not the only servitors of dragons. They also had a lesser type of draconic creatures that also served them: the drakes. These creatures were similar to giant Varanus with strong legs and tempers, and are now almost extinct due to massive hunting both during and after the war. Despite this, some rangers are trained to learn how to magically call forth and bond with one of these ancient drake's spirit to serve them. These rangers are usually dragonborns or dwarves. The following text replaces the FToD's subclass entry.

Draconic Gift

At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence.

You gain the following benefits:

  • Dragon Bite. You learn the Dragon Bite* 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

Also at 3rd level, you gain a new form for your primal companion. As an action, you can magically summon the drake that is bound to you. It uses the Drake Companion stat block in the following page, and is pretty similar to other primal companions, but grows stronger as you gain levels in the ranger class.

Drakewarden Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Drakewarden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.


Drake Companion

Small Dragon


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)
  • Speed 40 ft.

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

  • Proficiency Bonus Dex +1 plus PB, Wis +2 plus PB
  • Damage Immunities. determined by the drake’s Draconic Essence trait
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

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.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + 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.

Drakewarden Spells

Ranger Level Spell
3 Chromatic Orb
5 Dragon's Breath
9 Elemental Weapon
13 Elemental Bane
17 Summon Draconic Spirit

Bond of Fang and Scale

At 7th level 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.

Drake’s Breath

At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

  • Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
  • Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.
  • Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Falconer Conclave

While most rangers are experts at animal handling, some of them go further in it and become master tamers. Similar to beast masters, falconers bond in a more profound way with their beast companions, relying on birds of prey and sharing their senses, hunting tactics and even their entire lives. Using deep natural magic, martial training and coordinated tactics, these rangers are excellent hunters, scouts and valuable allies. They are usually represented by air genasi and shifters.

Feathered Companion

Starting 1st level, you have gained the ability to summon an improved form of a flying beast. This is your feathered companion. It is a bird of prey (usually a falcon, but some choose eagles, owls, kites, buzzards, or other birds of prey). It is friendly to you and any creature that you designate as such, and uses the Primal Bird of Prey stat block presented the following page.


Feathered Companion

Small Beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10 ft., fly 40ft.

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

Skills Stealth 3 + twice PB, Perception 2 + twice PB

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 7 + twice PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

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

Hunter's Bond

Also at 3rd level, your feathered companion counts as a familiar for you.

Falconer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Falconeer Spells table.

The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Falconeer Spells

Ranger Level Spell
3 Hunter's Mark
5 Hawkeye*
9 Fly
13 Arcane Eye
17 Far Step

Shared Essence

At 7th level, You and your companion can protect each other. Melee attacks against you or your feathered companion get disadvantage if you're both within 5 feet from each other.

Mark Prey

At 11th level, your feathered companion can mark targets for you to dispatch. When your feathered companion hits an enemy with it's talons attack, it marks it, so your next weapon or unarmed attack against it adds your Wisdom modifier (minimum 1) as a bonus to the attack roll.

Falcon Dive

Starting 15th level, you and your feathered companion can avoid devastating outcomes. Whenever you or your feathered companion makes a Dexterity saving throw against an area of effect ability or spell, you or/and it can use their respective reactions to instead halve the damage on a failed roll, or receive no damage on a successful one.

Fey Wanderer Conclave

Long ago, the world of Abbeorht was created by the gods, but also a mirror land of this world, were life was first gestated and later transfered to the mortal realm. Since, mortals have maintained a special link to this place, called the Fewywilds, which represent the both the beauty and struggle of mortals. Rangers of this conclave, mostly represented by sidhes and orcs, serve the fey courts all across the world to hunt those that are a danger to the balance of nature and the Feywilds. The following text replaces the TCoE's subclass entry.

Dreadful Strikes

At 3rd level, you can augment your attacks with the mind-scarring magic drawn from the gloomy Feywild. When you hit a creature with a unarmed or weapon attack, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Otherworldly Glamour

Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Allure, Deception, Etiquette, Performance, Persuasion or Politics.

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gifts
d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Fey Wanderer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fey Wanderer Spells

Ranger Level Spell
3 Charm Person
5 Misty Step
9 Dispel Magic
13 Dimensional Door
17 Mislead

Beguiling Twist

Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

Also, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, its charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fey Reinforcements

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer

When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Fire Warden Conclave

Long ago, mortals learned to tame fire, and since, they have used it in their daily lives, to scare beasts, cook their food, warm themselves, craft items and many more activities. When the elements became wild during the time of chaos, fire became untamable, and thus, their protectors became rarer. These warriors (mainly composed by aasimar and genasi) are infused with the prime flame, the heart of the fenix lord, and thus, use it's power to protect the fiery lands from harm, bringing warmth to those in need and scorching those that threat their duty.

Fiery Tongue

Starting 3rd level, you have been chosen by the eternal flame of the legendary fenix lord as it's protector and justiciar. You gain the following features:

  • Burning Voice. You now add your Wisdom modifier as a bonus to any Charisma (Intimidation) check you make.
  • Primordial. You learn to speak, read and write Primordial. If you already know said language, you instead learn any other exotic language.

Ignition

Also at 3rd level, the fire blessing allows you to ignite your opponents. Once per turn, when you hit a creature with an unarmed or weapon attack, you can decide, as part of the same action, to deal 1d6 fire damage.

This additional damage increases to 1d8 at 11th level.

Fire Warden Magic

Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fire Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fire Warden Spells

Ranger Level Spell
2 Burning Hands
5 Continual Flame
9 Fire Ball
13 Wall of Fire
17 Flaming Strike

Volcanic Heart

Starting 7th level, your heart has been infused with pure fire. You gain proficiency in Constitution saving throws

Searing Pain

Starting 11th level, the fire imbued in you castigates your enemies. Whenever you deal damage using your Ignition feature, you can use a bonus action to attempt to castigate your enemy. It must make a Constitution saving throw against your spell DC. On a failure, it becomes stunned until the beginning of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and recover expended uses when you finish a long rest.

Fenix Reconstitution

Starting 15th level, you can reborn from the ashes when you're near death. When you're reduced to 0 hit points but not outright killed, you can decide to immediately regain all your hit points and recover spell slots equal to half your ranger level (rounded down), distributed as you want.

For example, if you're a 15th-level ranger, you can recover up to seven levels worth of spell slots.

You can use this feature once, and recover the ability to do so after 1 full week.

Gloom Stalker Conclave

Darkness is home and lair of many dangerous creatures, monsters and horrors that hunt upon all mortals and feast on their flesh. The danger that these creatures impose has obliged some rangers to take upon a strange mantle fed by the dark mantle of the Shadowfell.

Members of this strange and gloomy conclave are experts at stealth, stalking and swift assassination. Obviously, many members of this conclave are the inhabitants of the deep tunnels of the underdark. The following text replaces the XGtE's subclass entry.

Dread Ambusher

At 3rd level, you master the art of the ambush. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional unarmed or weapon attack as part of that action. If that attack hits, you deal one additional damage die.

Also, you now add your Wisdom modifier (minimum 1) as a bonus to initiative rolls while in dim light or darkness.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet up to 150 feet.

You are also adept at evading creatures on darkness. While in darkness, you can use your bonus action to become totally invisible to creatures that rely on darkvision to see you in that darkness. This effect ends after one minute, when you take the attack action, cast a spell, receive damage or end it early (no action required).

You can do so a number of times equal to half your ranger level (rounded up), and regain all expended uses when you finish a long rest.

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table.

The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gloom Stalker Spells

Ranger Level Spell
3 Disguise Self
5 Rope Trick
9 Fear
13 Greater Invisibility
17 Seeming

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

Starting 11th level, once on each of your turns when you miss with an unarmed or weapon attack, you can repeat the attack roll, and must use the new result.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Gravewalker Conclave

Many rangers have died while training to protect the world, most of them even before being named true rangers. Sometimes, some of them find their way back to life, but not because of a miracle, but because of foul magic of otherwordly entities that bring them back to continue fighting. Any aspiring ranger of any race can become a member of this loose conclave, and their very nature brings terror to their fellow comrades, as they are the marked, the cursed, the non-dead. They all, as a whole, conform the Conclave of the Gravewalkers.

Touch of the Grave

Starting 3rd level, you have a subtle but latent spark of undeath running though your living veins. Whenever you're reduced to 0 hit points and not outright killed, you can drop to 1 hit point instead. You can do so only once between long rests.

Grave's Touch

At 3rd level, you can imbue your strikes with the putrid essence of death. Once per turn, when you hit a creature with an unarmed or weapon attack, you can decide, as part of the same action, to deal 1d4 necrotic damage. You gain temporary hit points equal to the inflicted extra damage.

This additional damage increases to 1d6 at 11th level.

Gravewalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gravewalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gravewalker Spells

Ranger Level Spell
3 False Life
5 Wither and Bloom
9 Spirit Shroud
13 Death Ward
17 Raise Dead

One of the Dead

Starting 7th level, the undead now see you as one of them. When an undead creature targets you with an attack roll, it must make a wisdom saving throw against your spell DC. On a failure, the attack roll is made with disadvantage.

Also, you gain resistance to necrotic damage.

Grim Reaper

By 11th level, you can easily reap other's lives. Whenever you reduce a creature to 0 hit points with an unarmed or weapon attack, you can use a bonus action to make another unarmed or weapon attack before the ending of your next turn. If the attack hits, it deals half your ranger level (rounded up) + your Wisdom modifier (minimum 1) as additional necrotic damage.

Life Eater

Starting 15th level, you can now absorb the life energy of those that die around you. Whenever a creature you can see dies within 30 feet from you, you can use a reaction to recover hit points equal to twice the number of hit dice the creature had.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and recover expended uses when you finish a long rest.

Horizon Walker Conclave

The world suffered a planar sundering after the great war of chaos with the cataclysm that divided the world and destroyed most of civilization. With said event, thousands of creature from many different planes came to Abbeorht to do as they pleased, seeing mortals as inferior creatures worth only of being servitors of these higher powers. Mortals soon were chased by all kind of creatures, from fey and elementals to spirits and aberrations, and a group of valiant rangers emerged to combat the rising threat. These rangers studied the nature of portals and planes, and learned to fight these creatures. Nowadays, the conclave is mainly integrated by planetoucheds and humans of Vecania. The following text replaces the XGtE's subclass entry.

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal to you within a number of miles equal to your ranger level.

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

Planar Warrior

Also at 3rd level, you learn to draw on the planar energy to augment your attacks. As a bonus action, choose a creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d4 force damage from the attack.

When you reach 11th level in this class, the extra damage increases to 1d6.

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Horizon Walker Spells

Ranger Level Spell
3 Protection from Evil and Good
5 Misty Step
9 Haste
13 Banishment
17 Teleportation Circle

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

You can do so only once between short or long rests.

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Hunter Conclave

maybe the first group of rangers that came into existence, the hunter conclave is a group of mortals with a single mission in common: To protect others from the threats of the world.

This definition has been increasing in it's limitations, first being designed as a way to fight dragons and monsters of the world, and eventually, all kind of creatures, from all kind of outsiders, armies and even hordes of undead. It's popularity makes it the most extended conclave all around the group, ans has no clear or significant racial majority. The following text replaces the PHB's subclass entry.

Hunter's Knack

At 3rd level, you gain proficiency in one additional skill from the ranger's skill list.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice:

  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with an unarmed or weapon attack, the creature takes extra damage equal to your ranger level (rounded up) if it’s below its hit point maximum. You can deal this extra damage only once per turn.
  • Giant Killer. When a creature larger than you within 5 feet of you hits or misses you with an attack, you gain advantage on your next weapon attack against it before the ending of your next turn.
  • Horde Breaker. Once on each of your turns when you make an unarmed or weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hunter Spells

Ranger Level Spell
3 Hunter's Mark
5 Misty Step
9 Haste
13 Locate Creature
17 Hold Monster

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

  • Escape the Horde. Opportunity attacks against you are made with disadvantage.
  • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Steel Will. You have advantage on saving throws against being charmed, frightened and possessed.

Multiattack

At 11th level, you gain one of the following features of your choice.

  • Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
  • Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

  • Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
  • Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Light Bearer Conclave

Mount Celestia was long ago tasked with the protection of mortals, but required no intervention until the moment the planar barriers broke down and mixed the outer planes with the mortal world. To aid their cause, angels granted mortals the divine light, allowing them to banish shadows, protect the realms from evildoers and bring hope to those in despair. Few rangers actually follow this rare and selective path (almost only aasimars and sun elves), but those that devote themselves to the cause end up with powerful divine magic in their hands and becoming legends among their countries.

Divine Warrior

Starting 3rd level, you have been blessed by the sacred plane of Celestia. Once per turn, you can add your Wisdom modifier (minimmum 1) as radiant damage to one of your unarmed or weapon damage rolls.

Also, you learn the light cantrip, which is a ranger spell for you.

Turn Evil

At 3rd level, you can make the evil to cower in fear. As a bonus action, you can attempt to turn an aberration, fey, fiend or undead that can see you within 60 feet of you.

The creature must succeed on a Wisdom saving throw against your spell DC or receive half your ranger level (rounded up) + your Wisdom modifier (minimum 1) as radiant damage and become turned for 1 minute.

You can use this feature once, and recover the ability to do so once you've finished a short or long rest.

Light Bearer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Light Bearer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Light Bearer Spells

Ranger Level Spell
3 Heroism
5 See Invisibility
9 Blinding Smite
13 Aura of Purity
17 Dawn

Sanctuary

Starting 7th level, your light cantrip is more than a simple source of light. Creatures of your choice (including you) within the bright light radius of your light cantrip can add half your Wisdom modifier (rounded up, minimum 1) as a bonus to any saving throw they make.

Divine Retaliation

Starting 11th level, you can castigate those that interfere with your divine mission. Whenever a creature you can see targets you with an attack roll, your next attack roll against it before the ending of your next turn deals double the radiant damage dealt by your Divine Warrior feature.

Radiant Step

Starting 15th level, you can escape from danger using a flash of radiance.

When you're hit by an attack, you can use your reaction to teleport to any unoccupied space within 10 feet from you that you can see. Creatures 5 feet around you when you use this feature must succeed on a dexterity saving throw or become blinded until the begining of your next turn.

You can use this feature twice, and recover all expended uses when you finish a long rest.

Therian Conclave

Therianthropy is a curse, no one can say otherwise, but such a curse can be limited and even controlled to exploit the primal and savage power within. Most experienced rangers have met and survived the encounter with some of these shapeshifters, but those unexperienced rangers sometimes end up suffering the curse. Fortunately, ranger magic can be used to control it, and these cursed rangers, members of the Therian conclave, fight using raging tooth at claws. This wild conclave has a high population of dark elves, wood halflings and hobgoblins.

Savage Shifting

Starting 3rd level, you are afflicted by a lesser form of therianthropy. As a bonus action, you can shapeshift, assuming a controlled form of the curse for the duration of said feature. While transformed, you gain the following advantages:

  • You have advantage on Wisdom (Perception) checks
  • Your base walking speed increases by 5 ft
  • Your unarmed attacks deal 1d8 + your strength modifier as slashing damage on a hit. When you use the Attack action on your turn, you can make one additional unarmed strike as a bonus action.
  • You gain resistance to bludgeoning, piercing and slashing damage except from silvered weapons.

You can use this feature once, and recover the ability to do so after you've finished a short or long rest. You gain one additional use between rests of this feature at 7th and 15th ranger level.

Thick Skin

At 3rd level, the curse of therianthropy grants you higher resistance. While you are not wearing any armor, your armor class equals 10 + your Wisdom modifier + your Constitution modifier. If you're wearing armor and it would leave you with a lower AC, you can calculate your AC using this feature. A shield's benefits apply as normal.

At 15th level, your AC increases by 1 while you're under the effects of your Savage Shifting feature while using this feature to calculate your AC.

Therian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Therian Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Therian Spells

Ranger Level Spell
3 Zephyr Strike
5 Alter Self
9 Fear
13 Freedom of Movement
17 Commune With Nature

Primal Fury

Starting 7th level, your therianthropy grows stronger. Your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Also, you can now use a bonus action to take the Dash action on each of your turns while you're under the effects of your Savage Shifting feature.

Slashing Storm

Starting 11th level, your bestial fury makes you rend your enemies. When you use your bonus action to attack with your unarmed attack, you can make two unarmed attacks instead of only one while using your Savage Shifting feature.

Unrelenting Fury

Starting 15th level, the fury of the beast burns deep inside your soul. When a creature comes within 15 feet from you, you can use your reaction to move to it without provoking opportunity attacks and make an attack roll against it.

Also, your unarmed attacks gain a +1 to both attack and damage rolls.

Mage Hunter Conclave

In a world where magic is rare and dangerous, those capable of wielding the arcane energies to their will more often than not end up being tyrannical and abusive lords. Because of this, a group of valiant rangers emerged to hunt these tyrants, infusing their bodies with the poisonous antimagic metal orichalcum, to achieve some degree of magical resistance. These warriors are seen as anathema by the humans of vecania, and many valiant elves and dwarves undergo this training with the sole purpose of combating the evil of the magocratic country.

Spell Hunter

Starting 3rd level, you can mark your enemies to hurt and disrupt your enemies with arcane energy. Once on each of your turns, when you damage a creature with a weapon attack, you can deal 1d4 extra force damage against it. Spellcasters also receive your Wisdom modifier (minimum 1) as bonus force damage.

This damage increases to 1d6 at 11th level.

Arcane Sight

At 3rd level, your affinity for magic has changed your senses forever. You can cast the Detect Magic spell without spending a spell slot.

You can do this a number of times equal to your Wisdom modifier (minimum 1), and recover all expended charges when you finish a long rest.

Mage Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mage Hunter Spells table.

The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Mage Hunter Spells

Ranger Level Spell
3 Shield
5 Silence
9 Counterspell
13 Phantasmal Killer
17 Wall of Force

Magical Resistance

Starting 7th level, your exposure to spells has granted you advantage in saving throws against spells.

Witch's Bane

At 11th level, you ability to nullify magic is feared by spellcasters. You learn the Dispel Magic Spell. It counts as a ranger spell for you but doesn't counts towards the total number of spells you know. You can cast this spell once without spending a spell slot. You can do so once between long rests.

Spell Immunity

Starting 15th level, you're now almost impossible to stop with magic. When you fail a saving throw against a spell of 5th or lower level, you can use your reaction to instead choose to succeed on it.

You can use this feature once, and recover the ability to do so when you finish a long rest.

Mariner Conclave

Not only land is subjected to the assault and dangers of monsters and evil-doers. The high sea also is subjected to a continuous attacks of pirates and sea monsters, and there were no one to fight against them with especial efficiency, until the creation of this conclave. Countless sea elves, dragonborns, water genasi and even some yiraths adopt the mantle of the mariner, and work towards the purpose of making the sea a safe and free place for all mortals.

Expert Sailor

At 3rd level, your expertise on sea grants you proficiency with all water vehicles.

Also, you have learned to imbue a minor degree of magic into your attacks. When you hit a creature with an unarmed or weapon attack, you can force the creature to make a Strength saving throw against your spell DC. On a failure, you can apply one of the following effects of your choice:

  • Harpooned. The creature is pulled up to 10 feet towards you without provoking opportunity attacks.
  • Fished. The creature becomes grappled by a mystical force until the beginning of your next turn (Escape DC equal to your spell DC).

Sea Tongue

Also at 3rd level, your connection to water allows you to talk to aquatic creatures. You can now communicate simple ideas with creatures that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

As you gain levels in the ranger class, you can understand bigger creatures. Use the following table for reference.

Ranger Level Creature size
1st Tiny and Small
5th Medium
10th Large
14th Huge
18th Gargantuan

Mariner Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Mariner Spells

Ranger Level Spell
3 Fog Cloud
5 Drown*
9 Water Walk
13 Control Water
17 Maelstrom

Maical Swimmer

Starting 7th level, you gain a swimming speed equal to your walking speed. If you already have a swimming speed, it instead increases to 10 feet. You dont' provoke opportunity attacks while swimming.

Also, you gain the ability to breathe both air and water.

Finally, you now can understand creatures you talk to using your Sea Tongue feature.

Captain

Starting 11th level, you feel extremely confident commanding others. You and all creatures of your choice within 60 feet of you that can both see and hear you add your Wisdom modifier (minimum 1) as a bonus to initiative rolls.

Also, you gain expertise with all Water Vehicles.

Sea Cage

Starting 15th level, you gain the ability to produce water in magical forms. You learn both the Water Stream and Watery Sphere spells. They count as ranger spells for you but doesn't count towards the total number of spells you know. You can cast one of them as a 4th level spell without spending a spell slot only once between long rests.

Monster Slayer Conclave

While Horizon walkers specialize in outsiders and Hunters on specific types of prey, Monster Slayers use their knowledge and abilities to actively hunt all the evil creatures that inhabit the world, despite their origin, size or intentions.

These warriors are relentless and excel at spoting weak points and quickly create strategies to bring down their prey. This conclave is popular on dark corners of Abbeorht like Farhearth, Kyzan or Fraedia, and is really lousy organized. The following text replaces the XGtE's subclass entry.

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern it's weaknesses. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d8 damage from the weapon.

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

Monster Slayer Magic

Starting at 3d level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Monster Slayer Spells

Ranger Level Spell
3 Protection From Evil and Good
5 Zone of Truth
9 Magic Circle
13 Banishment
17 Hold Monster

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Magic's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Swarmkeeper Conclave

All rangers have a natural connection to nature, but some rangers can tap deeply into this connection. Some use it to summon magical beasts or even enhance their physical abilities, but some among them call a myriad amount of petite spirits that take the form of a swarm around it. These rangers use these spirits to aid them in combat and daily life activities. The conclave is mainly formed by inhabitants of wild places rich in trees and insects, but can be found in scarce numbers all around the world. The following text replaces the TCoE's subclass entry.

Gathered Swarm

At 3rd level, you have bonded to a swarm of intangible nature spirits that assists you. Until you die, the swarm remains crawling on you or flying and skittering around you within your space. You can determine its appearance or generate it by rolling on the Swarm Appearance table.

Once on each of your turns, you can command the swarm to assist you in one of the following ways immediately after you hit a creature with an unarmed or weapon attack:

Swarm Appearance
d4 Appearance
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies
  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 10 feet horizontally in a direction of your choice without provoking opportunity attacks.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Swarm's Hand

Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it, and it counts as a ranger spell for you. When you cast it, the hand takes the form of your swarming nature spirits.

Swarmkeeper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Swarmkeeper Spells

Ranger Level Spell
3 Faerie Fire
5 Web
9 Gaseous Form
13 Swarm Form
17 Insect Plague

Writhing Tide

Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

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

Mighty Swarm

At 11th level, your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

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

Urban Stalker Conclave

While not many people would agree to, mortals and their homes, including villages towns and even cities, are also part of nature. They were created by the gods, the strongest forces of nature, and thus, they and their creations also count as natural. These rangers accept this dogma, and protect these places from outer and inner dangers, like invading aberrations, cultists, infiltrated or shapeshifted entities of all kinds and even plagues like giant vermin. This conclave is popular along the world, and there at least a handful of them in any big city all across Abbeorht.

Streetwise

Starting 3rd level, you've adapted to the strange life in the city. You learn one additional common language of your choice.

Also, you gain proficiency in one of the following skills: Acrobatics, Escapism, History, Insight, Intimidation, Investigation, Persuasion, Stealth or Streetwise.

City Dweller

Starting 3rd the long time you've spent in the city grants you the following benefits:

  • Backstabber. Once per turn, when you hit a creature with an unarmed or weapon attack with advantage, you deal 1d6 additional damage of the weapon's type.
  • Crowd Walker. Melee attacks from swarms have disadvantage against you.
  • Criminal Contacts. Your dedication to hunt (or serve) the lower denizens of cities has granted you the knoeldge of the secret language of scum. You learn Thieve's Cant.

Urban Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Urban Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Urban Stalker Spells

Ranger Level Spell
3 Disguise Self
5 Spider Climb
9 Sending
13 Locate Creature
17 Passwall

Ever Ready

Starting 7th level, you're always prepared for the chaotic conflict of the streets. While conscious and not blinded or deafened, you cannot be surprised.

Also, You gain advantage on initiative rolls.

Underworld Maneuvers

Starting 11th level, you've learned to fight using tactics that most will criticize. Once per turn, whenever you hit a creature one size larger than you or smaller with an unarmed or weapon attack, you can attempt one of the following maneuvers.

  • Disarm. The creature must succeed on a Strength saving throw or be disarmed. The weapon falls in a space of your choice within 5 feet of the creature.
  • Gouge Eyes. The creature must succeed on a Dexterity saving throw or have disadvantage on skill checks and attack rolls relying on sight until the beginning of your next turn.
  • Lock. On a melee attack, The creature must succeed on a Dexterity saving throw or become grappled by you.
  • Trip. On a melee attack, the creature must succeed on a Dexterity saving throw or be knocked prone.

You can attempt these maneuvers a number of times equal to half your ranger level (rounded up) between short or long rests.

Relentless Stalker

Starting 15th level, your time int he city has granted you a stronger will. Whenever you fail a saving throw, you can use your reaction to repeat it. You then can choose which roll to use.

Rogue

Not all combatants wear heavy armor, immense weapons and magical abilities to get rid of their enemies. Some of them prefer more "subtle" ways. Among those, the most popular are rogues, mortals that train and specialize in the resolution of problems, acquiring an immense amount of abilities for any situation, and using them for all kind of purposes, from the most noble or adventurous, to the most doubtfully legal of them. Rogues prefer quality over quantity, including attacks, exploiting any weakness and opportunity to inflict the most possible damage with a single strike before falling back to safety. They are appreciated by adventurers as are quite resourceful, but many others distrust them for the common perception of them being honorless criminals, backstabbers and traitors.

Class Features

Hit Points

  • Hit Dice: 1d8 per Rogue level
  • Hit Points at 1st Level: 8 + Your Constitution modifier
  • Hit Points at Higher Level: 1d8 (or 5) + your Constitution modifier per rogue level after 1st.

Proficiencies

  • Armor: Light armor, Buckler
  • Weapons: Simple weapons, Concealed Daggers, Flintlocks, Hand Crossbows. Rapiers, Revolvers, Shortswords, Sabres.
  • Tools: Thieves' tools.
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose five from Acrobatics, Athletics, Composure, Deception, Escapism, Etiquette, Insight, Intimidation, Investigation, Logic, Perception, Performance, Persuasion, Sleight of Hand, Stealth and Streetwise.
Rogue
Level Proficiency Bonus Features Sneak Attack Known Cunning Actions
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action, Mischievous Style 1d6 3
3nd +2 Roguish Archetype 2d6 3
4rd +2 Ability Score Improvement 2d6 3
5th +3 Uncanny Dodge, Professional Knack 3d6 3
6th +3 Expertise 3d6 4
7th +3 Roguish Archetype Feature 4d6 4
8th +3 Ability Score Improvement 4d6 4
9th +4 Evasion 5d6 4
10th +4 Ability Score Improvement 5d6 4
11th +4 Reliable Talent 6d6 5
12th +4 Ability Score Improvement 6d6 5
13th +5 Roguish Archetype Feature 7d6 5
14th +5 Blindsense 7d6 5
15th +5 Slippery Mind 8d6 5
16th +5 Ability Score Improvement 8d6 6
17th +6 Roguish Archetype Feature 9d6 6
18th +6 Elusive 9d6 6
19th +6 Ability Score Improvement 10d6 6
20th +6 Stroke of Luck 10d6 6

Equipment

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

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a revolver and 20 bullets
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • (a) a buckler or (b) a grappling hook
  • Gambeson, two daggers, and thieves' tools

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to swiftly and precisely execute specific actions. You learn 2 cunning actions, and learn additional ones as you gain levels in the rogue class, as shown in the Rogue's class table.

You can use a bonus action on your turn to execute your cunning actions. If you learn additional options for your cunning action from your roguish archetype, they don't count towards the total number of cunning actions you know.

  • Fleet of Foot. You can take the Dash action.
  • Helping Hand. You can take the Help action.
  • Lockpick. You can make a Thieve's Tools check.
  • Pickpocket. You can make an Sleight of Hand check.
  • Quick Look. You can take the Search action.
  • Sneak Away. You can take the Hide action.
  • Swift Step. You can take the Disengage action.
  • Use Device. You can take the Use an Object action.

Mischievous Style

Also at 2nd level, you have learned a special form of combat. You learn one of the following Mischievous Styles in combat. Once you've chosen one, you cannot later change it.

  • Deterring Strikes. If you're dual-wielding two melee weapons without the Heavy, Segmented or Two-Handed properties, creatures you hit with your melee weapon attacks cannot make opportunity attacks against you until the beginning of your next turn.
  • Steady Aim. If you're wielding a ranged weapon with the Ammunition property that lacks the Heavy or Scatter properties, you can give yourself advantage on your next attack roll on the current turn if you haven't moved during this turn, and after you use the bonus action, your speed becomes 0 until the end of the current turn.
  • Swordplay. When you are wielding a melee weapon in one hand without the Heavy, Segmented or Two-Handed properties, you gain a +1 bonus to your AC. This feature isn't cumulative with any fighting style that increases your AC.

These fighting styles only work while you're wearing no heavy armor or shields (except bucklers).

Roguish Archetype

At 3rd level, you choose one of the 16 available archetypes that you adopt and emulate. Your archetype choice grants you features at 3rd level and then again at 7th, 13th, and 17th level.

Ability Score Improvement

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

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Professional Knack

Also by 5th level, you have adopted a specific area as your area of "professional" expertise. You gain one of the following options of your choice. If you already have proficiency with the chosen artisan tools, you instead gain expertise with it. If you already have expertise in it, you then can choose any other tool proficiency from this list, but gain no additional benefit for such tools.

  • Appraiser. Proficiency with Jeweler's Tools. You gain the ability to immediately know the approximate value of any jewel, gem and coin that you can examine during at least 10 seconds.
  • Dungeoneer. Proficiency with Tinker's Tools. You gain advantage on checks to deactivate traps and mechanisms and saving throws to avoid their effects.
  • Forger. Proficiency with Calligrapher's Supplies. The time you need to forge documents is halved, and creatures who examine them have disadvantage on their checks.
  • Gambler. Proficiency with two gaming sets. You gain the ability to make Sleight of Hand checks as part of your Cunning Action feature.
  • Pharmacologist. Proficiency with Herbalist Supplies. Creatures who drink your potions can rerroll any 1 obtained on the potion's healing roll. They must use the new result, even if it's a 1.
  • Sawbones. Proficiency with Surgeon's Supplies. You expend half the amount of charges of healer's kit (rounded down) when you treat a creature.
  • Toxicologist. Proficiency with Poisoner's Supplies. You gain advantage on saving throws to avoid being poisoned.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to.

If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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

Subclasses

Abbeorht is a world were opportunists have higher chances of survival and success, and rogues of this world know it better than no one. Deadly masters of stealth, skills and opportunity, rogues are among the most dangerous enemies out there in the world.

Arcane Trickster Archetype

While rogues are extremely resourceful, some of them might feel that their abilities may lack additional tools. Some rogues come from some students of the arcane arts that, for many reasons, suspend their studies. Others seek these abilities formally studying under some mentors, others after finding and decoding a spell book, and others simply for a natural affinity to magic (like humands). These rogues use their magical proficiency to facilitate their various "business". The following text replaces the PHB's subclass entry.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

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

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

You learn one spell of 1st level that can came from any school of magic from the wizard spell list which doesn't count towards te total number of spells you know. You learn in this way a 2nd level spell at 7th level, a 3rd level spell at 13th level, and a 4th level spell at 19th level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 7th, 13th, or 19th level from any school of magic.

Arcane Trickster Spellcasting Table
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3 Mage Hand + 2 3 2
4 Mage Hand + 2 3 3
5 Mage Hand + 2 4 3
6 Mage Hand + 2 4 3
7 Mage Hand + 2 5 4 2
8 Mage Hand + 2 5 4 2
9 Mage Hand + 2 6 4 2
10 Mage Hand + 3 6 4 3
11 Mage Hand + 3 7 4 3
12 Mage Hand + 3 7 4 3
13 Mage Hand + 3 8 4 3 2
14 Mage Hand + 3 8 4 3 2
15 Mage Hand + 3 9 4 3 2
16 Mage Hand + 3 9 4 3 3
17 Mage Hand + 3 10 4 3 3
18 Mage Hand + 3 10 4 3 3
19 Mage Hand + 3 10 4 3 3 1
20 Mage Hand + 3 11 4 3 3 1

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list.

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to cast and/or control the hand.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

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

Assassin Archetype

Death is, definitively, the final destiny of all mortals, but there are some beings, including some mortals among them, that specialize in the multiple art to quickly blow out people's life. These beings can take any form, and come from almost any background, but they all have in common the expertise to strike swiftly and quickly move out of sight, mixing themselves with either shadows or crowds. The following text replaces the PHB's subclass entry.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with poisoner's suplies.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Infiltration Expertise

Starting at 7th level, you can unfailingly create false identities for yourself. You must spend seven days and 1 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else.

For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Hit and Run

Also at 7th level, you gain the ability to reposition yourself after a failed assassination attempt. Whenever you take the attack action and deal damage with your sneak attack against a creature, and don't reduce it to 0 hit points, you can, as part from the same action, move up to your walking speed without provoking opportunity attacks in any direction of your choice.

You can do so only once between short or long rests.

Impostor

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

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.

Death Strike

Starting at 17th level, you become a master of instant death.

When you attack and hit a creature that is surprised, 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.

Deceiver Archetype

Across the world there are multiple con-artists, scammers, manipulators and illusionists, but only few of them are in reality rogues that follow this despised archetype. Experts at coning, fast talk, manipulation and twisting perceptions and words, these rogues can convince anyone of anything... Or so they say. Known for some as demons for their extensive use of lies and deception, these rogues eventually come to realize that their abilities sometimes can even deceit reality itself.

Art of Deception

When you choose this archetype at 3rd level, you gain proficiency in the deception skill. If you already are proficient, then you gain expertise on said skill. If you have expertise already, then you gain proficiency in other skill of your choice form the rogue class.

Also, you have learned how to create minor distractions and fast talk people. You learn the Minor Illusion cantrip. Your spellcasting ability for it is Charisma.

Fast Talk

Starting 3rd level, you can attempt to charm a creature with your deceptive words. You can use your action to talk to a creature you can see within 60 feet of you that can both see and hear you, as well as understand you.

Make a Charisma (Deception) roll contested by the targeted creature's Wisdom (Insight) check. On a failure, it becomes charmed by you for up to 1 minute. The charm is immediately ended if you act hostile against it or it's allies.

Creatures you have showed openly hostile against are immune to this feature, while those suspecting of your intentions and those who have succeeded on their checks against you may have advantage on it's check.

Hidden Blade

Also at 3rd level, when you hit a creature with a weapon attack while it's affected by your Fast Talk feature or after failling it's Intelligence (Investigation) against your Minor Illusion cantrip, you can apply your sneak feature against.

Also, when you inflict damage with your Sneak Attack feature, you can reroll any 1 obtained on the damage roll. You must use the new roll, regardless of the result.

You can do so a number of times equal to your Charisma modifier (minimum 1), and recover all expended uses when you finish a long rest.

Soul of Deceit

Starting 7th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Finally, you can now attempt to charm a number of creatures up to your Charisma modifier (minimum 1) at once when using your Fast Talk feature.

Illusive Distraction

Starting 13th level, you can now use your cunning action to cast your minor illusion cantrip.

Dodging Feint

At 13rd level, you have learned to deceit creatures not only with your words, but your body. Whenever you are targeted by an attack roll, you can use your reaction to impose disadvantage on all attack rolls of the same creature that triggered this reaction, as you feint it in a wrong direction.

Master Deceiver

Starting 17th level, your lies and illusions seem so real that reality itself hurt people who realize your deception. When a creature succeeds at it's Intelligence (Investigation) check against your Minor Illusion cantrip, they receive 1d6 + your charisma modifier (minimum 1) psychic damage.

Also, you now can attempt to use your Fast Talk feature against a number of creatures up to your rogue level at once.

Gambler Archetype

While most people earns their incoming in a respectable and more or less secure way, there are some that are always trying their luck, gambling their money, time, possessions and even freedom: some do it out of need, but others do it to experience the thrill of the game. Some gamblers may be lessed by lady luck, and seem to always have luck on their side. Wielding luck to their favor, these rogues know when to make an all in move, and when to safely retreat.

Gambling Connoisseur

When you choose this archetype at 3rd level, you have learned the knack of every game you've known. You can now add your proficiency bonus to all gaming set checks you make. You also gain proficiency in one of the following skills of your choice: deception, performance or sleight of hand.

Roll the Luck

Also at 3rd level you can force your luck in combat.

You have a pool of d4s known as lucky die, with a number of d4s equal to half your rogue level (rounded up). When you make an attack with a light or finesse weapon and fail, you can decide to roll a lucky die and add the result to the attack roll, potentially making it succeed. If the resulting number is exactly the target's AC, the attack is a critical hit instead.

You recover all expended die when you finish a long rest.

Lucky Number 7

Starting 7th level, when you make a saving throw, skill check or attack roll and roll a 7 on a d20, the attack roll automatically succeeds. This benefit doesn't apply to rolls with advantage nor disadvantage.

Endless Luck

Starting 13th level, when you use your Roll the Luck feature, you now roll twice and choose which result to use. If any of the results would match the exact AC of the creature when added to your attack roll, your DM must tell you, but isn't obliged to tell you which number does so.

All In

At 17th level, you now can force the luck to your favor. When you make an attack roll and fail, you can expend and roll a lucky dice, making the attack automatically succeed and inflict a critical hit. As a drawback, lady luck grants you a debt, making a number of attack rolls made against you equal to the number rolled on the lucky dice to gain advantage against you.

This "debt" carries on with you until you have payed it, and can only be overcomed by a wish spell.

You can use this feature once and recover the ability to do so when you finish a short or long rest.

Inquisitive Archetype

Rogues are excellent for reconnaissance missions, to pick up things that others prefer not be taken up, to assessinate targets swiftly and even deceive their poor victims before attempting their objectives. While all of this is true, only those rogues with enough intelligence and resources truly recognize the importance of information, and specialize on its gathering to secure success of missions. Those rare rogues that specialize in the arts of the inquisitive are excellent companions and dangerous sources of information. The following text replaces the XGtE's subclass entry.

Ear for Deceit

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

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.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them.

As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check.

If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

At 7th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye

At 13th level, your senses are almost impossible to foil. You now can immediately sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. As a bonus action, you can sharpen your senses, gaining true sight with a range of 30 feet for a number of turns equal to your proficiency bonus.

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

Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

Mastermind Archetype

While rogues have a weird innate luck and the ability to quickly improvise, there are some that prefer to carefully examine the situation before making any decision. The mastermind is the type of rogue who prefers to know things and plan ahead instead of just improvising their actions. Those few rogues that specialize in the arts of analysis and tactics are excellent companions, witty individuals and capable strategists. The following text replaces the XGtE's subclass entry.

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency in either the Investigation, Logic or Perception skill (your choice). You also gain proficiency in one gaming set of your choice and two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, if you can use the Help action with creatures within 30 feet of you if they can both hear and see you.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check.

If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Insightful Manipulator

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature, you can learn certain information about its capabilities. The DM tells you the total and the % of current hit points of it, as well as if the creature is your equal, superior, or inferior in regard to the following characteristics:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Preparing Ahead

Also at 7th level you gain proficiency in initiative rolls, and count any roll of 9 or lower on initiative as a 10.

Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Masterful Tactician

Starting 17th level, creatures that benefit from your Help can add half the amount of sneak attack die if the conditions for your sneak attack Feature apply for that creature.

Phantom Archetype

The job of a thief, dungeoneer, assassin or any other "criminal" is extremely dangerous: rival criminals, law, dangerous missions, cursed objects, disastrous accidents and many other dangers can end prematurely their lives. Revolting in death, many of them gain the ability to call the dead and use them as aid in their missions, maintaining hope that death would be retarded to them. be it for a curse, a family "blessing", a pact, divine devotion or even stranger circumstances, they gain these abilities. The following text replaces the TCoE's subclass entry.

Whispers of the Dead

When you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave

At 3rd level, as you nudge someone closer to death, you can call spirits to harm someone else as well.

Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. This second creature takes necrotic damage equal to half the amount of damage inflicted by your sneak attack on that turn.

You can use this feature a number of times equal to half your rogue level (rounded up), regaining all expended uses when you finish a long rest.

Tokens of the Departed

At 7th level, when a life ends in your presence, you're able to snatch a token from the departing soul. As a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket (from the Trinkets Table on the PHB).

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

You can use soul trinkets in the following ways:

  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
  • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
  • When you are reduced to 0 hit points but not killed outright, you can destroy the token and drop to 1 hit point instead.

Ghost Walk

At 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death Knell

At 17th level, your association with death has become so close that you gain the following benefits:

  • When you use your Wails from the Grave, you can now deal the necrotic damage to both the first and the second creature.
  • At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.

Quickshot Archetype

The invention of firearms became a milestone in the history of both the world and war. With progress, innovation soon gave mortals better firearms, capable of higher firepower or rate of fire. Rogues soon adopted these deadly weapons, and while most use them as extra tools, some of them became legendary sharpshooters. Using their ability to exploit weaknesses and move quickly, these rogues learn to cripple and control their opponents at distance.

Tools of The Trade

When you choose this archetype at 3rd level, you gain proficiency with gunsmith's tools and the perception skill.

Also, the time you need to produce ammunition is halved.

Trickshots

At 3rd level, you have learned to use pistols and revolvers with deadly precision and elegance.

Grit

You gain a pool of special points named grit points, that represent your ability to make amazing trickshots in combat. Your grit pool is equal to your rogue level.

You recover all expended grit points when you finish a long rest.

Trickshots Known

At 3rd level, you learn how to make 3 trickshots, chosen from the trickshot options at the end of the subclasse's entry. You learn one additional trickshot at 9th, 13th and 17th level.

You can replace any number of trickshots you know for others when you gain a new level in the rogue class.

Making Trickshots

To make a trickshot, you require to expend a grit point before doing so. You can only make a single trickshot on each of your turns.

Trickshot DC

Some of these trickshots require a saving throw, calculated as it follows:

Trickshot Save DC = 8 + your proficiency

bonus + your Dexterity Modifier

Once per round on your turn, you can decide to use one of these trickshots when you make an attack with a pistol or revolver.

Vengeful Shot

Starting 7th level, you can assure your rival's death in a pistol's duel even if you attack last. Whenever a creature makes a ranged attack against you, you can use your reaction to make a ranged attack with advantage using a one handed firearm you're holding if it's within your firearm's range.

Quick Draw

Starting level 13th, you always have your hand ready and near your gun. You have advantage on initiative checks.

Ready Shot

Starting 17th level, whenever you roll initiative and you're out of grit points, you recover 4 grit points.

Trickshot Options

Here are presented the trickshot options you can gain as part of the quickshot subclass, and can only be used with one handed firearms. They are shown in alphabetical order.

  • Aimed Shot. On your turn, when you make a shot without disadvantage, you can aim carefully, targeting vital spots. Spending 1 grit point, your shot scores a critical hit on a roll of 18-20.
  • Bleeding Shot. On an attack that would benefit from your sneak attack, you can expend 1 grit point. On a hit, the target must succeed on a Constitution saving throw or receive piercing damage at the beginning of your next turn equal to half the damage dealt by your sneak attack. On a success, the creature receives only half damage.
  • Body Shot. You can expend 1 grit point on an attack that would deal sneak attack damage. On a hit, you can forgo dealing sneak attack, to force the target to make a Constitution saving throw, becoming stunned until the beginning of your next turn on a failure.
  • Bullet Storm. When you take the attack action, you can expend a number of grit points equal to half your bonus proficiency (rounded down) to load a firearm and make a number of additional attacks equal to the number of expended grit points with it as part of the same action.
  • Covering Fire. When you make a ranged attack with a firearm, you can expend one grit point. If you hit the target, the creature loses it's ability to take reactions, and it's speed is reduced by half.
  • Deadeye. You can expend 1 grit point to rerroll any 1 you obtained on a damage roll. You must use the new result, even if it's a 1.
  • Disarming Shot. When you make a ranged attack, you can decide to disarm your target. It must succeed on a Strength saving throw or be disarmed, with it's weapon falling 10 feet away from it on an empty space of your choice. If there is no empty space, then it falls on it's feet.
  • Hawkeye. You aim with deadly precision, ignoring disadvantage on all attacks at long range with a firearm until the end of your turn.
  • Headshot. Aiming carefully, you make an attack targeting the creature's head. It must succeed on a Constitution saving throw or have disadvantage on all attack rolls until the beginning of your next turn. Creatures immune to the blind condition are immune to this effect.
  • Knee Shot. On a hit, a creature must succeed on a Dexterity saving throw or fall prone. Creatures with three or more legs have advantage on their save.
  • Piercing Shot. You can decide to pierce a creature's flesh with your shot. A creature of large or smaller size must succeed on a constitution saving throw, or have the bullet fly trough it's body, dealing half the inflicted damage to a creature up to 10 feet behind it.
  • Quick Hand. After taking the attack action, you can use a bonus action to spend a grit point and draw and load any pistol or revolver with your off hand and make an off-hand attack adding your Dexterity modifier to the damage roll.
  • Staggering Shot. On a hit, the target is pushed back 10 feet.

Scout Archetype

Not all rogues learn their knacks by themselves. Some receive military or paramilitary training, prepared to use their abilities on many different situations, mainly reconnaissance missions. These rogues learn to move quickly and stealthy, and gain the needed knowledge to survive on the wild. Using their knowledge of the terrain, they can set up easily ambushes and deal devastating strikes against key targets on infiltration missions. The following text replaces the XGtE's subclass entry.

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility

At 7th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Also, you are no longer slowed down by non-magical difficult terrain.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls.

In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Shadow Archetype

Rogues feel comfortable on the shadows, until the moment when shadows begin to leak inside of their very bodies and souls. Through strange circumstances, some rogues become afflicted by the shadowfell, and while most of them take this as a gift, some of them actually realize the dire truth behind their shadow magic: an eternal curse for their souls. Weaving darkness into their own bodies and blades, these rogues are experts at infiltration and backstabbing, embracing the unavoidable destiny of becoming one with the shadowfell upon their final death.

Shadow Dweller

When you choose this archetype at 3rd level, you have accustomed your eyes to the shadows around you. You gain darkvision up to 120ft. You also gain proficiency in the stealth skill if you don't already have it.

Shadow Step

Also, at 3rd level you are able to channel magic derived from the shadowfell. As part of your cunning action feature, you can now teleport across shadows. You must be standing in shadows to use this trait, and can choose any unoccupied space within 15 feet that you can see. The targeted space must be in dim light or darkness.

You can use this feature a number of times equal to your wisdom modifier (minimum 1), and recover all expended charges when you finish a long rest.

The distance you can teleport using this feature increases as you gain levels in this class. You can teleport up to 20 feet at 9th rogue level and up to 30 feet at 17th rogue level.

Dark Poison

Starting 7th level, you can now solidify darkness, coating your weapons with it. Whenever you're in darkness, when your sneak attack feature deals damage, the damaged creature must make a constitution saving throw against a DC equal to 8 + your bonus proficiency + your wisdom modifier. On a failure, the creature gets disadvantage on their perception rolls relying in sight until the beginning of your next turn, as well as their next attack roll. Creatures immune to the blinded or poisoned conditions automatically succeed their saving throw.

Ethereal Body

Starting 13th level, you can now distort your body form, fusing yourself partially with shadows. Attacks against you have disadvantage while you're on dim light or darkness.

Born of Darkness

Starting 17th level, you now feel truly in home whenever you're in the dark. Your darkvision can now also see through magical darkness.

Also, whenever you're in darkness, you can use your cunning action to become invisible until the ending of your next turn. You become visible if you take damage, enter an area of dim or bright light, interact with an item or if you take the attack action.

Skinchanger Archetype

Skinchangers are some of the most enigmatic and rare creatures that inhabit the prime material plane. While druids study their secrets to transform themselves into beasts and therianthropes are afflicted with a terrible curse, these skinchangers obtain their gift from a primal spirit. Aided by trickster totems, these rogues can transform themselves into a bestial representation of their patrons, using their trickster abilities to their own benefit.

Trickster Totem

When you choose this acrchetype at 3rd level, you have awakened the ability to shapechange into a specific beast. Choose one of the following trickster animal:

  • Coyote. You gain advantage on Wisdom saving throws.
  • Crow. You gain proficiency in the Perception skill.
  • Fox. You gain darkvision with a range of 120 feet.
  • Monkey. Your horizontal jumping distance increases a number of feet equal to twice your dexterity modifier, and your vertical jump distance increases by your dexterity modifier as feet. Also, you halve all falling damage.
  • Rabbit. You gain 10 feet of movement speed.
  • Raccoon. You gain proficiency in the Deception and Survival skills.

Skinchange

Also at 3rd level you gain the ability to transform into your trickster totem. As a bonus action, you can transform yourself into a beast, according to your trickster totem.

The duration of this effect is one hour, and while transformed, you retain your ability to speak. This ability otherwise works like a druid wildshape feature. You gain additional feature while shapechanged into this form:

  • Coyote. You can decide to illusory appear like a wolf or dog of small size. Creatures can pierce through the veil with a successful insight check against a DC 10 + your proficiency bonus + your wisdom modifier.
  • Crow. You have advantage on wisdom and intelligence checks.
  • Fox. You have advantage on intelligence and wisdom saving throws.
  • Monkey. You can use your thieve's tools as well as daggers while in monkey form.
  • Rabbit. You are immune to the charmed condition. Also, your walking speed increases by 10 feet.
  • Raccoon. Creatures trying to spot you in dim light or darkness receive a penalty to their skill checks equal to your wisdom modifier (minimum 1).

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

You can find the blockstats at the end of the subclass' entry.

Partial Change

Starting 7th level you grow natural claws in your hands that resemble those of your trickster totem. While you're in your mortal form, you can transform both of your hands into claws or back to normality as a bonus action. These claws have the following characteristics:

  • They deal 1d6 + your strength modifier as slashing damage, and you can use Dexterity instead of Strength for their attack and damage rolls.
  • They count as magical for purposes of overcoming resistances and immunities to non-magical attacks.
  • When you use the Attack action on your turn, you can make one additional unarmed strike as a bonus action while you have your claws transformed. They can benefit from your sneak attack feature.
  • While your claws are active, you gain a climbing speed equal to your walking speed.

Hybrid Form

Also at 7th level, you can, as a bonus action, transform into an hybrid between your mortal race and your trickster totem. The transformation remains for up to 10 minutes, and while it remains, you gain the following advantages:

  • Your partial change feature is always active.
  • You benefit from your skinchange feature according to your totem.
  • You gain temporary hit points equal to your rogue level.

While transformed in this way, you can still use your armor, tools and weapons.

You can transform a number of times equal to your wisdom modifier (minimum 1), and recover expended charges when you finish a long rest.

Armor of the Nahual

Starting 13th level, your Hybrid Form feature now also grants you a +2 bonus to your AC while it persists if you are wearing no armor or light armor.

Boon of the Trickster

Starting 17th level, you can convince your totem to swap your luck with that of others. As a reaction, you can give yourself advantage on an attack roll, skill check or saving throw, granting other creature within 60 feet from you that you can see disadvantage on it's next attack roll, skill check or saving throw.

You can use this feature a number of times equal to your wisdom modifier (minimum 1), and recover all expended charges when you finish a long rest.


Coyote

Small Beast, Unaligned


  • Armor Class 12
  • Hit Points 4 (1d6+1)
  • Speed 50 feet

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 12 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +3
  • Senses Darkvision 60 feet, passive Perception 13
  • Languages none.
  • Challenge 1/8 (25 XP)

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

Pack Tactics. The coyote has advantage on attack rolls against a creature if at least one of the coyote's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite: Melee Weapon Attack: +3 bonus to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Crow

Tiny Beast, Unaligned


  • Armor Class 12
  • Hit Points 1 (1d4-1)
  • Speed 10 feet, Flying 40 feet

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Languages none.
  • Challenge 0 (10 XP)

Flyby. The crow doesn't provoke opportunity attacks when it flies out of enemy's reach.

Mimicry. The crow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak: Melee Weapon Attack: +4 bonus to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Fox

Small Beast, Unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 40 feet

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 11 (0) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision 60 feet, Passive Perception 13
  • Languages none.
  • Challenge 1/8 (10 XP)

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

Actions

Bite: Melee Weapon Attack: +4 bonus to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.


Monkey

Small Beast, Unaligned


  • Armor Class 13
  • Hit Points 3 (1d6)
  • Speed 30 feet, Climbing 30 feet

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (00) 2 (-4) 12 (+1) 7 (-2)

  • Skills Acrobatics +5, Survival +3
  • Senses Passive Perception 11
  • Languages none.
  • Challenge 1/8 (10 XP)

Prehensile Tail. The monkey cannot be knocked down as long as it's tail can grab into something like a tree branch.

Actions

Fist: Melee Weapon Attack: +0 bonus to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Fling Poo: Reach 30 ft., one target. A target must succeed on a DC 13 dexterity saving throw or become blinded until the beginning of the monkey's next turn.


Rabbit

Tiny Beast, Unaligned


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 40 feet, Burrow 5 feet

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 11 (0) 2 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3, Stealth +5
  • Senses Darkvision 60 feet, Passive Perception 13
  • Languages none.
  • Challenge 0 (10 XP)

Keen Sight. The rabbit has advantage on Wisdom (Perception) checks that rely on sight.

Escapist. The rabbit can use the disengage, Hide and Dash actions as a bonus action on it's turn.

Actions

Bite: Melee Weapon Attack: +5 bonus to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Raccoon

Tiny Beast, Unaligned


  • Armor Class 13
  • Hit Points 3 (1d4+1)
  • Speed 30 feet, Climbing 20 feet

STR DEX CON INT WIS CHA
4 (-3) 16 (+2) 12 (+1) 3 (-4) 14 (+2) 6 (-2)

  • Skills Perception +4, Stealth +5, Survival +4
  • Senses Darkvision 120 feet, Passive Perception 14
  • Languages none.
  • Challenge 1/8 (10 XP)

Keen Smell. The raccoon has advantage on Wisdom (Perception) checks that rely on smell.

Escapist. The raccoon can use the disengage, Hide and Dash actions as a bonus action on it's turn.

Actions

Bite: Melee Weapon Attack: +5 bonus to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Claw: Melee Weapon Attack: +5 bonus to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Soulknife Archetype

The Far Realm has tainted in many different ways the inhabitants of Abbeorht, extensively including mortals. While most of those tainted by the far realm are born as Yiraths, some of them have been affected in a more subtle yet more powerful way, developing psionic abilities. These abilities are extremely useful for many, many purposes, and those rogues that suddenly find themselves wielding these powers know how to effectively use them for their personal gain. The following text replaces the TCoE's subclass entry.

Psionic Power

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which have the same size as your superiority dice. You have a number of these dice equal to your rogue level, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

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

The powers below use your Psionic Energy dice.

  • Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
  • Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to half your rogue level (rounded Up), and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them.

To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Psychic Blades

Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Soul Blades

Starting at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

  • Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
  • Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Psychic Veil

At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

Rend Mind

When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute.

The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.

Surgeon Archetype

Sometimes, mortals are moved by the urge to help others in need, specially those afflicted by disease and wounds. Many of these voluntaries eventually become true doctors and surgeons, and with the knowledge of medicine, some rogues have also learned anatomy, and where to strike to kill faster. Be it because it was their objective since the begining, or because they found themselves holding this knowledge, these rogues use their ability to heal people and professionally wound those in their way.

Medical Knack

When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill, and add your Intelligence modifier to any Wisdom (medicine) check you make.

Also, you now can use your cunning action feature to drink or administer a healing potion or antidote to a willing or unconscious creature.

Finally, you also gain proficiency with herbalist's supplies and surgeon's supplies.

Surgical Strike

Also at 3rd level, you know how to target vital points in your enemies. Daggers you use now add your Intelligence modifier (minimum 1) as a bonus to your damage rolls.

You cannot use this feature against bloodless creatures.

Field Doctor

Starting 7th level, you can easily tend any wound. You can replicate the effects of the lesser restoration spell spending 5 charges of a healer's kit and 10 minutes tending a creature. You can do so a number of times equal to your Intelligence modifier (minimum once), and recover the ability to do so after you finish a long rest.

Also, when you successfully use a healer's kit on a living creature, it regains a number of hit points equal to your Intelligence modifier (minimum 1) + 1 additional hit point per hit dice used during the treatment (if any).

Medical Prodigy

At 13th level, your medical knowledge allows you to do almost impossible medical miracles. You can now emulate the effects of greater restoration spell after 10 minutes of work and spending 10 charges from a healer's kit.

Also, you now you can reattach a limb that has been severed in the last 8 hours.

Anatomical Precision

Starting 17rd level, you've mastered the use of anatomical knowledge in combat. When you deal damage with your sneak attack feature with a dagge, you can roll one additional sneak attack die.

You cannot use this feature against bloodless creatures

Swashbuckler Archetype

While most rogues prefer subtle tactics, ambushes, dirty fighting and distance, some of them end up following a quite different approach, a direct confrontation to their opponents. Representing duelists and elegant swordsmen, these rogues prefer one on one encounters, and use their deadly skill with their weapons, as well as their foot work and mobility to defeat most enemies in single combat. The following text replaces the XGtE's subclass entry.

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache

At 7th level, your charm becomes extraordinarily beguiling.

As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Thief Archetype

Rogues are associated with the acquisition of resources, objects and goods that most would rather not have touched.

Among rogues, the typical archetype and the most common of them are thieves. They excel at the acquisition of "things". Using their resourcefulness, they can pick up and analyze objects that people usually protects and prefers to keep in their possession (desires that thieves almost always ignore). The following text replaces the PHB's subclass entry.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Also, when you make a melee weapon attack that inflicts your sneak attack die, you can attempt to disarm your target as part of the same action if it's one size bigger than you or smaller. It must succeed on a strength or dexterity saving throw (your choice) against a DC 8 + your proficiency bonus + your dexterity modifier or drop whatever it's holding on hand (You can only target a single item per use).

On a failure, the item falls to any unoccupied space within 5 feet from it of your choice, or you can use your interaction to take it before it falls to the ground. A creature holding an item in two hands has advantage on it's saving throw.

Using this feature more than once on the same day against the same target grants it advantage on it's saving throw against this maneuver for the next day.

Second-Story Work

When you choose this archetype at 3rd level, you gain a climbing speed equal to your walking speed.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 7th level, you have advantage on a Dexterity (Stealth) checks if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Also, you can now attune to one additional magical item.

Thief Reflexes

When you reach 17th level, you have become a master opportunist. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10.

You can't use this feature when you are surprised.

Thug Archetype

While most rogues prefer absolute stealth and dexterous methods, there are some among them that prefer to take matters in their own callous and strong hands. These rogues use brutal force instead of subtly ways, smashing skulls with big clubs, intimidating creatures and enjoying all while they are at it. They abuse the superior power of these weapons, and use their physical condition and their brutish strength to intimidate others and quickly get rid of their opponents.

Hardened Scoundrel

When you choose this archetype at 3rd level, you gain proficiency with medium armor, shields (except tower shields) and improvised weapons.

Now, you can use your sneak attack feature with any weapon that lacks the heavy, reach or two-handed properties.

Professional Bruiser

Also at 3rd level you gain proficiency in the athletics skill. You now can use your cunning action to try to grapple a creature one size larger than you or smaller.

Also, you can deal your sneak attack damage against creatures grappled by you when you hit them with a weapon attack, even if you don't have advantage on the attack roll, but not if you have disadvantage.

Intimidating Brute

Starting 7th level, now, you can add your strength modifier as a bonus to any Charisma (intimidation) check.

Also, you can use an action to try to frighten creatures within 30 feet from you that can see you. All creatures of your choice within range must succeed on a wisdom saving throw against a DC 8 + proficiency bonus + your strength modifier. Creatures that fail their saving throw are frightened of you for 1 minute.

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

Abuse the Weak

At 13th level, you know how to effectively exploit your intimidating presence. When you attack a creature frightened of you with a melee weapon attack, you deal a critical hit on a roll of 19-20.

Massive Blow

Starting 17th level, your attacks now deal more damage. Your sneak attack die become d8s instead of d6s if you strike a creature with a melee weapon that lacks the light property.

Sorcerer

Loved, hated and feared, sorcerers are some of those classes that feel lackluster o limited, but this has only improved in the last new subclasses released. Their limited amount of known spells is hardly compensated by their versatility and access to metamagic (that others can obtain by feats), versatility that many other spellcasters have been granted on TCoE, and thus, puts them behind them. The present work reworks the entire class and subclasses, granting it a truly unique feeling more akin to true sorcery, differentiating it effectively from all other spellcasters for the way they cast their spells and not only for their metamagic options.

Class Features

Hit Points

  • Hit Dice: 1d6 per Sorcerer level
  • Hit Points at 1st Level: 6 + Your Constitution modifier
  • Hit Points at Higher Level: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st.

Proficiencies

  • Armor: None.
  • Weapons: Brass Knuckles, Club, Dagger, Knife, Quarterstaff, Dart, Sling, Light Crossbow.
  • Tools: None.
  • Saving Throws: Constitution, Charisma
  • Skills: Choose four from Allure, Appraise, Arcana, Deception, Insight, Intimidation, Occultism, Persuasion, and Religion
Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Sorcery Points Spell Limit Metamagic Options
1st +2 Sorcery, Sorcerous Origin 4 2 5 1st -
2nd +2 Inner Magic 4 3 10 1st -
3nd +2 Metamagic 4 4 15 2nd 2
4rd +2 Ability Score Improvement 5 5 20 2nd 2
5th +3 Empowered Self 5 6 25 3rd 3
6th +3 Sorcerous Origin Feature 5 7 30 3rd 3
7th +3 Magical Senses 5 8 35 4th 4
8th +3 Ability Score Improvement 5 9 40 4th 4
9th +4 Magical Resistance 5 10 45 5th 5
10th +4 Living Magic 6 10 50 5th 5
11th +4 Magical Surge (6th level) 6 11 55 5th 6
12th +4 Ability Score Improvement 6 11 60 5th 6
13th +5 Magical Surge (7th level) 6 12 65 5th 7
14th +5 Sorcerous Origin Feature 6 12 70 5th 7
15th +5 Magical Surge (8th level) 6 13 75 5th 8
16th +5 Ability Score Improvement 6 13 80 5th 8
17th +6 Magical Surge (9th level) 6 14 85 5th 9
18th +6 Sorcerous Origin Feature 6 14 90 5th 9
19th +6 Ability Score Improvement 6 15 95 5th 10
20th +6 Sorcerous Mastery 6 15 100 5th 10

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Sorcery

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

You can replace one of your sorcerer cantrips (except bloodline cantrips) for another cantrip of your choice from the sorcerer spell list whenever you finish a long rest.

Sorcery Points

At 1st level and higher levels, you get sorcery points, that are used to cast spells and produce different effects that rely on your inner magic. To cast spells of 1st or higher level, you must spend a number of sorcery points according to the spell level. Use the following table to determine the cost of a spell. You recover all your sorcery points after finishing a long rest.

Spell Level Sorcery Points Cost
1 2
2 3
3 5
4 6
5 7

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you can cast, using the Spell Level Limit column on the class table.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level you can cast.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Inner Magic

By 2nd level, you can now tap into inner reserves of magic stored in your body. Whenever you finish a short rest, you recover sorcery points equal to your sorcerer level.

Metamagic

Your magical nature allows you an intimate relation with magic, that is manifested at 3rd level as the ability to innately mold your spells. You learn 2 metamagic options, which are described by the end of this class' entry. These metamagic options cost sorcery points, and you can use them when you cast a sorcerer spell.

You learn additional metamagic options when you reach certain levels in the sorcerer class, as per the Metamagic Options column on the sorcerer class table.

You can replace any of these metamagics options whenever you gain a new level in the sorcerer class.

Ability Score Improvement

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

Empowered Self

Starting 5th level, you can use your own magical power for mundane tasks. Whenever you make a Constitution, Dexterity or Strength check, you can, without requiring an action, spend 1 sorcery point to give yourself advantage on the roll.

You can use this feature a number of times equal to half your sorcerer level (rounded up) between long rests.

Magical Senses

Starting 7th level, your unique connection to the flow of magic allows you to detect their origin easily. You can instinctively sense any source of magic (including spells, magical effects, magical items and portals) within 30 feet of you as longer as you're not unconscious. This feature doesn't grant you automatic knowledge on the nature of these items or phenomena.

Magical Resistance

Starting 9th level, the essence of magic allows you to better resist it's effects.

You now add 1d4 as a bonus to any saving throw against spells and magical effects you make.

Living Magic

Your magical affinity has grew so strong that you are now a living embodiment of it. Starting 10th level, you can ignore any material components of your sorcerer spells that lack a cost and aren't consumed by a spell, as you become your own spellcasting focus.

Magical Surge

Few sorcerers are able to reach the ability to cast dreadful and powerful spells, but by 11th level, you have achieved such merit. Choose any 6th level from the sorcerer spell list. You can cast that spell at it's base level once between long rests without spending sorcery points. You can use your metamagic options per normal with this spell spending the according sorcery points needed.

You gain the ability to cast higher level spells in this way when you achieve higher sorcerer levels: At 13th level, you learn a 7th level spell; at 15th level, you learn an 8th level spell; at 17th level, you learn a 9th level spell.

Sorcerous Mastery

You are now a being so powerful in the magic, that your sorcerous abilites tax you less. When you reach 20th level, all your metamagic options, as well as any feature form your sorcerous origin that consume sorcery points, cost now 1 less sorcery point, down to 1 sorcery point.

Metamagic Options

Here are listed in alphabetic order the metamagic options available to sorcerers. Unless stated otherwise, you can use multiple metamagic options with the same spell.

Bloated Spell

When you cast a spell with a radius area, you can spend sorcery points equal to half the spell's level (rounded up) to increase the area of the spell by 5 additional feet.

Bodily Spell

When you cast a spell that requires a Strength or Dexterity saving throw, you can spend 3 sorcery points to change the needed saving throw for the other one.

Careful Spell

When you cast a spell with an area of effect, you can protect some creatures from the spell' effect. To do so, you spend a number of sorcery points equal to the spell's level + 1, and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature is ignored by the spell until the beginning of your next turn.

You can use your reaction to expend the same amount of sorcery points to immediately extend this effect for another turn on the beginning of each of your turns while the spell remains active.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 2 sorcery points to double the range of the spell. When you cast a spell that has a range of touch, you can spend 2 sorcery points to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 2 sorcery points to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 2 sorcery points to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 4 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Maintained Spell

When you must make a concentration check for a spell, you can choose to spend a number of sorcery points equal to 2 + the spell level to automatically succeed on the roll. You can use this option only once per spell.

Mental Spell

When you cast a spell that requires a Charisma or Intelligence saving throw, you can spend 2 sorcery points to change the needed saving throw for the other one.

Mischievous Spell

When you cast a spell, you can spend 3 sorcery points to have it appear to be originated from other source within range that you can see.

Otherwordly Spell

When you cast a spell that deals a type of damage from the following list, you can spend 2 sorcery points to change that damage type to one of the other listed types: force, necrotic, psychic, radiant.

Potent Spell

When you cast a spell that requires a saving throw, you can spend additional sorcery points equal to the spell's level to increase it's DC by 1.

Physical Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: bludgeoning, piercing, slashing. Also, you can spend 1 additional sorcery point to make the damage magical if it isn't already.

Precise Spell

When you cast a spell that requires a spell attack roll, you can spend 2 sorcery points to ignore half and three quarter cover for it.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 3 sorcery points to change the casting time to 1 bonus action for this casting.

Recycled Spell

When you spend sorcery points to cast a spell and it fails (except Magical Surge spells), you can use your reaction to spend one sorcery point and regain half the amount of sorcery points expended (rounded up).

Resolute Spell

When you cast a spell that requires a Constitution or Wisdom saving throw, you can spend 3 sorcery points to change the needed saving throw for the other one.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20 and use the new roll.

Subtle Spell

When you cast a spell, you can spend 2 sorcery points to cast it without any somatic and verbal components.

Shielded Spell

When you cast a spell with an area of effect, you can spend sorcery points up to half the level of the spell (rounded up) to become immune to the effects of such spell for it's duration.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Fireball aren't eligible, but Ray of Frost and Chromatic Orb are.

Subclasses

On Abbeorht, many sources can taint the souls of mortals, granting strange powers to those fortunate (or unfortunate) enough to command arcane forces to their will. The following subclasses are the available for sorceres of Abbeorht, adapted to the reworked sorcerer class.

Sorcerous Origin: Aberrant Mind

The far realm can influence in very different ways those natives to the world of Abbeorht. It's mark is many times evident, but sometimes, it can be more "subtle", not because it is insignificant or not important, but because their effects can not been easily seen. Some mortals are born with psychic powers, and they quickly learn to use them in many different forms, from telepathy to mental assaults and even producing magical effects. The following text replaces the TCoE's subclass entry.

Telepathic Speech

Starting at 1st level, you can form a telepathic connection with other creatures. As a bonus action, choose one creature you can see within 60 feet of you. You and the creature can speak telepathically to each other while you two remain within a number of miles of each other equal to your Charisma modifier (minimum 1). To understand each other, you each must speak mentally in a language you both share.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Deep Tongues

Also at 1st level, you learn how to read, write and speak in deep speech and one common language of your choice.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Aberrant Mind Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

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

Aberrant Mind Spells
Sorcerer level Spell
1st Arms of Hadar, Dissonant Whispers
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Far Realm's Ruination*
9th Rary's Telepathic Bond, Telekinesis

Finally, you learn the Mind Sliver cantrip, but it doesn't counts towards the total number of cantrips you know.

Psionic Sorcery

Beginning at 6th level, you now can take advantage of your training using your mind to cast spells.

when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by by spending a number of sorcery points equal to the spell's level, and no longer require verbal or somatic components, as well as no material components, unless they are consumed by.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 2 or more sorcery points to magically transform your body for 10 minutes. For each two sorcery points you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends.

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Warping Implosion

At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

You can use this feature only once between long rests, unless you spend 6 sorcery points to use it again.

Sorcerous Origin: Arcane Weaver

Some sorcerers aren't influenced by specific planes or creatures, but by the very energy of th ley lines of the world. These sorcerers came into existence when the god of magic was resurrected, as the savage weave of magic suddenly flooded the blood and essence of many creatures. Since, many bloodlines of these sorcerers can be found across the world, descendants from the first of these and from powerful mages. Something is clearly evident to the world: these dangerous creatures are both a source of terror and awe, and maybe, the destiny of the world resides in their own destiny...

Bonus Proficiency

Starting 1st level, you gain proficiency in the Arcana skill, and your proficiency bonus is doubled for it.

Affinity School

Also, at 1st level, you are related to one specific school of magic. Choose one of them from the following list: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. Once you've chosen one, you cannot later change it. Your choice grants you further options at 6th sorcerer level.

You learn an additional cantrip from your school of affinity from any spell list. It counts as s sorcerer spell for your, but doesn't count towards the total number of spells you know. You also learn two spells of first level of any spell list of your school of affinity.

You also learn two 2nd level spell of this school at 3rd level, two 3rd level spells at 5th level, two 4th level spells at 7th level, and two 5th level spells at 9th level.

Finally, whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.

Magical Adept

At 6th level, you have attained some grade of enviable proficiency with your school of affinity. You gain a feature according to your chosen school.

  • Abjuration. Whenever you must make an ability check as part of the casting of an abjuration spell, you add your proficiency bonus to the roll.
  • Conjuration. Creature's you summon using conjuration spells gain a number of temporary hit points equal to your Charisma modifier (minimum 1) + your proficiency bonus when you first summon it If you spend a sorcery point per summoned creature. You can spend multiple sorcery points at once to grant these temporary hit points to multiple creatures when you first summon them.
  • Divination. The cost of the first metamagic option you use in any divination spell of 1st or higher level is reduced by 1, down to a minimum of 1.
  • Enchantment. Whenever you cast an enchantment spell that charms a creature, you can spend sorcery points equal to the level of the used spell + 1 to make the creature unaware of the charm effect once the spell ends.
  • Evocation. You add your Charisma modifier (minimum 1) to the damage roll of any evocation spell you cast.
  • Illusion. When an attack you can see targets you or a creature you can see within 30 feet from you, you can use your reaction to spend 2 sorcery points to create an illusory duplicate of the target, granting disadvantage on the attack roll. You can use this feature a number of times equal to half your sorcerer level (rounded up), and recover all expended uses when you finish a long rest.
  • Necromancy. Whenever you reduce a creature to 0 hp with an spell, or a creature dies within 30 feet from you, you can use your reaction to regain hit points equal to the creature's CR. You can use this feature a number of times equal to half your sorcerer level (rounded up), and recover all expended uses when you finish a long rest.
  • Transmutation. When you make a saving throw against a spell or magical effect, you can use your reaction to give yourself advantage on the saving throw. You can use this feature a number of times equal to half your sorcerer level (rounded up), and recover all expended uses when you finish a long rest.

Metamagic Savant

Starting 14th level, you learn 2 additional metamagic options of your choice, and they don't count towards the total number of metamagic options you know.

School Mastery

Starting 18th level, the cost of all the spells of your school of affinity is reduced by 1 sorcery point down to 1 sorcery point.

Sorcerous Origin: Beast Blood

The curse of therianthropy fell down upon mortals of the world, and while some former humans decided to recover a semblance of their former humanity, most of those who were blessed by Marah and Selendis rejected such offer. Those who accepted the cure became immune to therianthropy, but some therians even nowadays keep being born here and there. The majority of these creatures are bloodlust savages, but some among them are born with an innate ability for magic. This magical affinity makes them less ferocious than their kin, as their magical gifts keeps their blessing "at bay".

Wild Body

Starting 1st level, your savage curse grants your body higher resistance. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Also, you gain a natural armor that equals 10 + your dexterity modifier + your charisma modifier. You can use a shield and still benefit from this AC.

Finally, you gain the ability to transform your hands into claws or back to normality as your interaction. These weapons deals 2d4 slashing damage, and you can Use your Charisma instead of Strength for both attack damage rolls. More so, when you attack with your claws, you can make an additional attack as a bonus action.

Therian Ancestor

Your therianthropy is associated to a specific kind of animal. While there are many kinds of therian, only a few of them have been known to produce these kind of sorcerers. Once you've chosen an option, you cannot later change it.

  • Bear (Black). Your carrying, lifting and pushing capacity is doubled. Also, you gain proficiency in the Athletics skill, and your proficiency bonus for it is doubled.
  • Wolf. You gain proficiency in the Perception skill. Also, you have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Boar. Your walking speed increases by 5 feet. Also, if your move in a straight line at least 15 feet against a creature and immediately make a melee attack roll against it, it must succeed on a Strength saving throw against your spell DC or be knocked prone.

You can also use a bonus action to transform into a powerful hybrid between your chosen animal and your mortal form.

This transformation remains for 1 minute, gaining resistance to bludgeoning, piercing and slashing damage from non silvered weapons for it's duration. You can use this feature a number of times equal to your Charisma modifier (minimum 1), and recover all expended uses when you finish a long rest.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Beast Blood Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from either the ranger or sorcerer spell list.

Beast Blood Spells
Sorcerer level Spell
1st Heartsight*, Zephyr Strike
3rd Beast Sense, Bestial Fury*
5th Conjure Animals, Fear
7th Dominate Beast, Spiritual Stampede*
9th Awaken, Commune

Primal Change

At 6th level, you gain the ability to transform into the beast related to your Therian ancestor. As a bonus action, you can spend 3 sorcery points to transform into said creature (your DM has stats for each of them). Your transformation works like a druid's wildshape.

Whenever you use this feature, you gain temporary hit points equal to your sorcerer level, and your attack rolls while transformed use your Charisma for attack and damage rolls.

Savage Claws

Starting at 6th level, your natural weapons count as magical for the purposes of overcoming resistance and immunity to non magical damage. Also, you now can make a bonus attack with your natural weapons after using your action to cast a sorcerer spell on your turn while transformed into your hybrid form.

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Feral Spellcasting

Starting at 14th level, You can tap into your inner beast to increase your combat ability. When you take the attack action on your turn, you can spend 2 sorcery points to cast any sorcerer spell you know as a bonus action, spending sorcery points per normal on the spellcasting. The spell must have casting a time of 1 action and affect only a single creature.

Moon's Blessing

Starting 18th level, the moon grants you a higher resistance and regeneration. Your AC increases by 1 while you're not wearing armor.

Also, when you're under half your maximum hit points, you can use a bonus action to spend 5 sorcery points to regenerate. You recover hit points equal to your Charisma modifier (minimum 1) + your Constitution modifier (minimum 1) at the beginning of each of your turns for 1 minute or until you've recovered all your hit points.

If you're under moonlight, the cost of this and any other sorcerer origin features are reduced by 1.

Sorcerous Origin: Clockwork Soul

The world is in an eternal struggle of chaos versus law. The great war of chaos devastated the land, and while many people sought anarchy as a way of life, total and utter chaos, which implies destruction, is rarely seek by individuals, but for the most deranged of all. Some people are born with an strange and antinatural influence from Mechanus itself, the very plane of order, becoming living embodiments of law with it's blessing, and are expected to work towards said goal. The following text replaces the TCoE's Subclass entry.

Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Bastion of Law

Also at 1st level, you can tap into the grand equation of existence to protect a creature with a shield of order. As an action, you can expend a number of sorcery points up to half your sorcerer level (rounded up), to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again, and is represented by a number of d8s equal to the number of sorcery points spent to create it.

When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Clockwork Soul Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Clockwork Soul Spells
Sorcerer level Spell
1st Alarm, Protection from Evil and Good
3rd Aid, Lesser Restoration
5th Dispel Magic, Protection from Energy
7th Freedom of Movement, Summon Construct
9th Greater Restoration, Wall of Force

Modronic Assistance

Starting 6th level, you can conjure the very beings of mechanus to your aid. You learn the Summon Modrons* spell. it counts as a Sorcerer spell for you but doesn't counts towards the total number of spells you know.

Modrons you summon have a number of temporary hit points equal to half your your sorcerer level (rounded up), and add your Charisma modifier (minimum 1) to their damage rolls.

Trance of Order

Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

You can use this feature again until you've finish a long rest, unless you spend 9 sorcery points to use it again.

Sorcerous Origin: Deadsoul

Incorporeal spirits have always craved the warm bodies of the mortals to fulfill their agendas, thats why they try to posses mortals when they get the opportunity. Alas, sometimes the possession attempt ends up disastrously for both the spirit and the mortal. Those mortals that were objective of a botched possession attempt live their daily lives without knowing what happened to their souls, until the spirit inside of them awakens, granting the newborn sorcerer magical powers.

Undead Grasp

Starting 1st level when you choose this sorcerous origin, the restless undead inside you lends you some of it's power. You learn the chill touch cantrip, but it doesn't counts towards the total number of cantrips you know.

Spectral Influence

At 1st level, the undead soul inside of you holds tight to life. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in the sorcerer class. Also, you have advantage on saving throws to avoid being charmed and possessed.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Deadsoul Spells Table.

These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

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

Deadsoul Spells
Sorcerer level Spell
1st Animate Shadow*, Dissonant Whispers
3rd Mind Spike, Tasha's Mindwhip
5th Spectral Skull*, Spirit Shroud
7th Bedlam*, Shadow of Moil
9th Danse Macabre, Enervation

You additionally learn the Mage Hand cantrip, but it doesn't count towards the maximum number of cantrips that you know. Your Mage Hand is invisible.

Chill and Cacophonies

At 6th level, your inner undead spirit torments the minds of those that you harm. You now add your Charisma modifier (minimum 1) to the damage rolls of any sorcerer spell you cast that inflicts necrotic or psychic damage.

Spectral Protection

Starting 6th level, the spirit entangled with your soul grants you immunity to the charmed and possessed conditions.

Psychic Horror

When you reach 14th level, you can use the undead spirit inside of you to haunt your enemies. As a bonus action, you can expend 3 sorcery points to project haunting images into the mind of a single creature you have inflicted necrotic or psychic damage with a spell on this turn. The creature makes a Wisdom saving throw against your Spell DC. If it fails, It becomes frightened of you for a minute, and receives 1d6 + your Charisma modifier as psychic damage at the beginning of each of it's turns. A frightened creature can repeat its saving throw at the end of each of its turns, ending the condition on a success.

You can use this feature once between long rests unless you spend 3 sorcery points to use it again.

Revenant's Will

Starting level 18, your deadsoul spirit makes you resistant to death, and you now make all your death saving throws with advantage. If any effect would outright kill you when dropping to 0 hit points, you can make a death saving throw. If successful, you are stabilized.

Also, you lifespan is extended to three times your specie's lifespan, but stil physically aging as normal. You are immune to be magically aged as well to the effects of old age.

If you somehow die, your deadsoul, entangled with your spirit, grants your corpse and soul lasting immunity to become undead.

Sorcerous Origin: Draconic Bloodline

Long ago, some mortals were granted draconic blood by their masters as a rite to increase their abilities, acquiring higher resistance, growing scales and even wings. These were the first sorcers to live in Abbeorht, and back then and nowadays, have been always deeply feared. Draconic Sorcerers are fearsome spellcasters that count with the same power of the dread dragons that most people on Abbeorht fear and hate. The following text replaces the PHB's subclass' entry.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

You also can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, you do so with advantage.

Draconic Ancestry
Damage Type Dragon's Color
Acid Black, Copper
Cold Iron, Silver, White
Fire Brass, Gold, Red, Yellow
Lightning Blue, Bronze, Purple
Poison Green, Mercury

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Draconic Bloodline Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know. You cannot change these spells for others when you level up.

Draconic Bloodline Spells
Sorcerer level Spell
1st Command
3rd Dragon's Breath
5th Protection from Energy
7th Polymorph
9th Legend Lore

Finally, you gain access to some additional spells according to the damage type of your Draconic Ancestry when you reach ceratin levels, as showed in the following tables. Whenever you gain a level in the sorcerer class, you choose one of them or any other spell that deals the damage type of your draconic ancestry from the Sorcerer, Warlock or Wizard spell list.

Acid Draconic Spells
Sorcerer Level Spells
1 Cause Fear, Caustic Blade*, Tasha's Caustic Brew
3 Drown*, Melf's Acid Arrow, Rusting Touch*
5 Acid Rain*, Greenfire*
7 Vitriolic Sphere
9 Corrosive Touch*
Cold Draconic Spells
Sorcerer Level Spells
1 Armor of Agathys, Frost Fingers, Snilloc's Snowball Storm
3 Hold Person, Ice Sculpture*, Rime's Binding Ice
5 Frozen Grasp*, Ice Trap*,
7 Auril's Winter Blossom*, Blizzard*
9 Cone of Cold
Fire Draconic Spells
Sorcerer Level Spells
1 Burning Hands, Disguise Self, Faerie Fire
3 Flaming Sphere, Heat Metal, Scorching Ray
5 Ashardalon's Stride, Fireball
7 Backfire*, Wall of Fire
9 Immolation
Lightning Draconic Spells
Sorcerer Level Spells
1 Thunderwave, Shocking Nails*, Witch Bolt
3 Conductive Flesh*, Levitate, Misty Step
5 Call Lightning, Haste
7 Freedom of Movement, Storm Sphere
9 Ride the Lightning*
Poison Draconic Spells
Sorcerer Level Spells
1 Poisonous Maw*, Ray of Sickness, Sleep
3 Blindness/Deafness, Protection from Poison, Ray of Enfeeblement
5 Stinking Cloud, Slow
7 Confusion, Sickening Radiance
9 Cloudkill

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you add your Charisma modifier as a bonus to it's damage roll.

Also, you can spend 2 sorcery points as a bonus action to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back. When you do so, you gain a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened.

As an action, you can spend 6 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet.

For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Sorcerous Origin: Divine Soul

Mortals rarely have contact with the agents of deities, as the later know that even the slightest touch with them can taint their soul with divine energy, and said influence shall be avoided to not interfere with the biology of the world. Despite that, some mortals have ended up being touched by dvinity, and, with enough luck and generations, every then and there a sorcerer of divine blood is born, being blessed by the gods and destined to greatness. The following text replaces the XGtE's subclass' entry.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

Divine Magic

At 1st level, you learn one additional cantrip from the cleric spell list of your choice.

That cantrip counts as a sorcer cantrip for you, but doesn't counts towards the total number of cantrips you know.

Whenever you gain a new level in the sorcerer class, you can replace any sorcerer cantrip you know for other of the cleric spell list.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity Spell
Good Cure Wounds
Evil Inflict Wounds
Chaos Bless
Law Bane
neutrality Protection from Evil and Good

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Divine Soul Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the cleric spell list.

Divine Soul Spells
Sorcerer level Spell
1st Sanctuary, Shield of Faith
3rd Lesser Restoration, Spiritual Weapon
5th Spirit Guardians, Voice of Heavens*
7th Guardian of Faith, Vision of Guilt*
9th Commune, Mass Cure Wounds

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend a number of sorcery points up to your charisma modifier (minimum 1) to reroll one number of those dice up to the spended sorcery points once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

Sorcerous Origin: Eternal Blood

"Sorcerers are born with magic in their veins". That's a common phrase that most wizards repeat as a mantra when someone asks about sorcerers, but as all sorcerers have magic running in their veins, that's particularly true for those rare creatures that are born with literal magical blood. The liquid running through their veins not only holds powerful magic, but it IS magical. These sorcerers learn instinctively to use their own blood to empower their spells, while using the blood of their enemies to revitalize their bodies.

Arcane Blood

Starting 1st level your blood carries an stronger magical essence than even that of other sorcerers. Whenever you cast a sorcerer spell that requires sorcery points, you can decide to cover part of it's cost spending hit points at the rate of 2 hit points for each sorcery point. When you do so, your maximum hit points as well as your current hit points are reduced by the amount of expended hit points, and you recover this reduction only when you finish a long rest.

Vampiric Magic

At 1st level, your ability with sanguinomancy has been just discovered, but its already dangerous. Whenever you reduce a creature with blood to 0hp using a spell, you gain temporary hit points equal to the spell's level. You can use these temporary hit points to fuel your Arcane Blood feature without reducing your maximum hit points.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Eternal Blood Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

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

Eternal Blood Spells
Sorcerer level Spell
1st Hemorrhagic Curse*, Inflict Wounds
3rd Animate Blood*, Cloud of Daggers
5th Blood Storm*, Vampiric Touch
7th Blood Drain*, Blood Rain*
9th Enervation, Heart Necrosis*

Crimson Spells

Starting 6th level, your spells now exsanguinate your targets. Whenever a creature with blood fails a saving throw against one of your sorcerer spells, you can use a bonus action to expend a number of sorcery points up to the level of the spell to deal necrotic damage equal to 1d6 per sorcery point expended. You can use this feature a number of times equal to half your sorcerer level (rounded up), and recover all expended uses when you finish a long rest. If this damage reduces the creature to 0hp, you gain temporary hit points as per your Vampiric Magic feature.

Blood Gifts

Starting 14th level, the influence of your magical blood now makes you more resistant to damage. You gain resistance to poison damage, and have advantage on saving throws to avoid being poisoned and against diseases.

You also age slower than other mortals, making your body age only 1 year for every 3 years that pass.

Finally, whenever you use your Arcane Blood feature, you only reduce one total hit point for every two hit points spent to fuel your spells.

Sanguine Explosion

Starting 18th level, you can now briefly control the blood of others when you eliminate them using your own blood. Whenever you reduce creature with blood to 0hp with a sorcerer spell caste with your Arcane Blood feature, you can use a bonus action to make it's body explode spending sorcery points according to the following table to create a explosion of blood, bone and viscera radius centered on the corpse. Creatures in the area must make a Dexterity saving throw, receiving piercing damage on a failure, or only half damage on a success.

Size Sorcery Points Damage Area Radius
Tiny 2 4d4 5 feet
Small 3 5d4 10 feet
Medium 4 5d6 10 feet
Large 6 6d6 15 feet
Huge 8 6d8 20 feet
Gargantuan 10 8d8 25 feet

You can use this feature a number of times equal to your Charisma modifier (minimum 1), and recover the ability to do so once you've finished a long rest.

Sorcerous Origin: Fate Seer

Mortals have always been obsessed with the future, always looking for a way to know it and prepare for anything it can bring. While many scammers offer "ways" to know other's future, few lucky mortals are born with the innate ability to truly see it. These sorcerers, known simply as seers or norns, use their innate connection to the fate weaves, learning how to read them, and eventually even learning to make slight changes in the immediate destiny around them, that usually lead to big changes in the destined future.

Seer's Ritual

Starting 1st level, your innate understanding of fate and divination allows you to get into a trance and cast any divination spell that you know. If you do so, you can cast any of these divination spells as a ritual, spending only half the amount of sorcery points (rounded down) that it would cost. This feature doesn't affect the cost of metamagic options you include in the spell.

Fate Seeker

Also at 1st level, you've learned how to manipulate the fate threads of those around you. When you or other creature that you can see within 60 feet makes a saving throw, attack roll or ability check with advantage or disadvantage, you can use your reaction to remove any advantage or disadvantage from it's roll.

You can use this feature a number of times equal to half your sorcerer level (rounded up), and recover all expended uses when you finish a long rest unless you expend a sorcery point to recover all expended uses. You can do so once between long rests.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Fate Seer Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the divination school from any spell list.

Fate Seer Spells
Sorcerer level Spell
1st Detect Evil and Good, Identify
3rd Augury, Locate Object
5th Clairvoyance, Tongues
7th Divination, Locate Creature
9th Commune, Erathaol's Foresight*

Ready Senses

By 6th level, you can permanently perceive the near future. You now add your Charisma modifier to your initiative rolls, and you can't be surprised. Also, you have advantage on Dexterity saving throws against effects that you can see if you're not restrained or incapacitated.

Blind Seer

Starting 14th level, you can see even if your eyes can't. You gain blindsinght with a range of 30 feet.

Foreseer

At 18th level, you can actively share your ability to see the future with others. You can use your action to touch a willing creature and spend 6 sorcery points to produce the effects of the Foresight spell on that creature for 1 minute. You can do so only once between short or long rests.

Sorcerous Origin: Fey Touched

The feywilds is a vibrant place full of life, beauty and vibrant sensations, but as it's awe inspiring is also dangerous and full of unraveling passion. It's energy commonly taints the world of mortals, and many of them end up with enough influence of said plane to become infused by it's magic. These sorcerers are, similar to sidhes, recluted by the courts to fully exploit their natural power, but different to sidhes, they join not seelie or unseelie courts, but the seasonal courts.

Fey Ancestry

Starting 1st level, the fae energy on your body grants you some advantages over most mortals. you learn how to speak, read and write in Sylvan.

Finally, you and gain immunity to being put to sleep by magical means, as well as advantage on any Charisma check related to fey creatures.

Seasonal Court

Starting 1st level, you've been recruited by a seasonal court. Choose one of the following courts: Spring, Summer, Autumn or Winter. Your choice of court is permanent, and grants you access to additional spells and abilities.

  • Spring. You gain proficiency in the Performance skill.
  • Summer. You gain proficiency in the Intimidation skill.
  • Autumn. You gain proficiency in the Persuasion skill.
  • Winter. You gain proficiency in the Deception skill.

Finally, you gain access to specific spells when you reach specific levels according to the following tables, derived from your contract with your court.

Spring Spells
Sorcerer Level Spell
1 Disguise Self, Entangle
3 Enthrall, Suggestion
5 Aura of Vitality, Haste
7 Aura of Life, Charm Monster
9 Dream, Fionnghuala's Gift of Beauty*
Summer Spells
Sorcerer Level Spell
1 Burning Hands, Faerie Fire
3 Heat Metal, Penance Flash*
5 Daylight, Titania's Royal Command*
7 Freedom of Movement, Raziel's Invigoration*
9 Dawn, Flame Strike
Autumn Spells
Sorcerer Level Spell
1 Bane, Clarity*
3 Spider Hand*, Wither and Bloom
5 Bestow Curse, Fear
7 Nightmarish Apparition*, Phantasmal Killer
9 Enervation, Wail of the Banshee*
Winter Spells
Sorcerer Level Spell
1 Frost Fingers, Sleep
3 Calm Emotions, Hold Person
5 Frozen Grasp*, Slow
7 Auril's Winter Blossom*, Ice Storm
9 Cone of Cold, Hold Monster

Once you've gained access to a spell in this way you can never change it for other.

Fey Touched Spells

Also, at 1st level, you learn additional spell as you gain levels in this class, from those from the Fey Touched Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the enchantment or transmutation school from the bard, sorcerer or wizard spell lists.

Fey Touched Spells
Sorcerer level Spell
1st Charm Person
3rd Enthrall
5th Summon Fey
7th Compulsion
9th Puck's Mischievous Confusion*

Fey Tricks

By 6th level, you've learned to tap deeply into your fey blood and easily replicate their common tricks. You learn both the Invisibility and Misty Step spells. they count as sorcerer spells for you but doesn't count towards the total number of spells you know. You can cast any of these spells spending only 2 sorcery points.

Court's Protection

At 14th level, your fey nature begins to leak into your mortal essence. You gain resistance to non-magical and not-cold ironed bludgeoning, piercing and slashing damage.

Also, you can ise your action to sprout shinny insectoid wings sprout from your back. They can be dragonfly, butterfly, or moth wings with a design of your choice when you first gain this feature. Your wings have colors and beautiful symbols that represent your court.

These wings remain for up to 1 hour, or until you dismiss them as a bonus action. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

You can use this feature only once between long rests, unless you spend 4 sorcery points to do so again.

Seasonal Channeling

Starting 18th level, you've learned how to use the magic of the feywilds and your court to your own advantage. You gain one of the following abilities, according to your court.

  • Spring. You can use an action to spend 4 sorcery points and make all creatures of your choice within 30 feet of you to make a Wisdom save against your spell DC. On a failure, creatures receive psychic damage equal to 3d8 + your Charisma modifier (minimum 1) and become charmed by you until the beginning of your next turn. On a success, they receive only half damage and aren't charmed.
  • Summer. You can use an action to spend 4 sorcery points and make all creatures of your choice within 30 feet of you to make a Dexterity save against your spell DC. On a failure, creatures receive 3d8 + your Charisma modifier (minimum 1) as radiant damage and are blinded by you until the beginning of your next turn. On a success, they receive only half damage and aren't blinded.
  • Autumn. You can use an action to spend 4 sorcery points and make all creatures of your choice within 30 feet of you to make a Wisdom save against your spell DC. On a failure, creatures receive 3d8 + your Charisma modifier (minimum 1) as necrotic damage and become turned by you until the beginning of your next turn. On a success, they receive only half damage and aren't turned.
  • Winter. You can use an action to spend 4 sorcery points and make all creatures of your choice within 30 feet of you to make a Constitution save against your spell DC. On a failure, creatures receive 3d8 + your Charisma modifier (minimum 1) as cold damage and are shocked until the beginning of your next turn. on a success, they receive only half damage and aren't shocked.

Sorcerous Origin: Fiend Spawn

Not all who are born under the influence of the lower planes are tieflings. Some people, willing or not, and some even unknowingly give birth to mortal beings that carry in their blood the potent energy from the inhabitants of these planes of evil. Some are created through pacts, contamination, "blessings" or even just because of chance, but all of them are granted the ability to wield the dark and dangerous powers of their plane of influence. Maybe some of the most feared sorcerers, these are known as fiend spawns, and grow to become mortal fiends themselves.

Subclass Restriction: Non-Aasimar

Lower Ancestry

Starting 1st level, your fiendish blood awakens, granting you powerful abilities related to the kind of fiend that allowed your existence. Choose one of the following fiendish ancestors.

  • Demon. The chaotic energy from the Abyss is the source of your dangerous magical proficiency. Thanks to it, your hit point maximum increases by 1, and increases by an additional 1 for every level you gain in the sorcerer class. Also, you gain proficiency in the Intimidation skill. Finally, you learn how to read, write and speak in Abyssal.
  • Devil. Your powers were granted from interaction or exposition to the inhabitants of Baator, the Nine Hells. As a result, you gain proficiency in the Persuasion skill. Also, you gain darkvision with a 120 feet range. Finally, you learn how to read, write and speak in Infernal.
  • Yugoloth. The strange and neutral realm of Gehenna is somehow related to your innate ability to magic. It grants your body higher resistance, and your AC can be calculated as 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still benefit from this feature. Also, you gain proficiency in the Deception skill. Finally, you learn how to read, write and speak in any exotic language of your choice.

Once you've chosen an option, you cannot later change it.

Evil Influence

At 1st level, your fiendish nature makes creatures from the lower planes treat you as one of them. You have advantage on any Charisma check related to fiends.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Fiend Spawn Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

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

Fiend Spawn Spells
Sorcerer level Spell
1st Command, Inflict Wounds
3rd Darkness, Enthrall
5th Fear, Summon Lesser Demons
7th Black Hand*, Compulsion
9th Destructive Wave (necrotic only), Dominate Person

Fiendish Resistance

Starting 6th level, your body has acquired resistance to one particular type of damage. Choose one of the following damage types: Acid, Cold, Fire, Lightning or Poison.

You gain one additional resistance from this list at 14th sorcerer level. You can change your chosen resistance whenever you reach a new level in the sorcerer class.

Ancestral Gift

Also at 6th level, you gain an additional benefit according to your Lower Ancestry feature:

  • Demon. You can awaken your chaotic blood to transform into a fiendish creature with horns and tail. You can do so spending 2 sorcery points as a bonus action, and while transformed, you have resistance to bludgeoning, piercing and slashing damage. This transformation remains for 1 minute, and you can use it a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.
  • Devil. Your body has changed to adapt to the devil blood on your veins. You now can see in magical darkness. Also, you now can add your Charisma modifier (minimum 1) as a bonus to any sorcerer spell damage roll that deals the same damage as your Fiendish Resistance options.
  • Yugoloth. The weird neutrality of the realm of Gehenna gives you the ability to relate easier to others. You gain the ability to talk to others telepathically. You can communicate in this way to any creature that can understand at least one language if you can see it within 60 feet of you.

Malevolent Wings

Starting at 14th level, you can use a bonus action to manifest a pair of leathery wings that resemble that of either a wyrm or a bat (your choice) that sprout from your back. While the wings are present, you have a flying speed equal to your walking speed. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Soulmonger

Starting 18th level, the influence of your fiendish blood now allows you to indulge in soul trafficking. When you reduce a creature with a soul to 0hp using a sorcerer spell, you can choose to regain sorcery points equal to half the amount of sorcery points invested on the spellcasting (rounded up).

You can use this feature once, and recover the ability to do so when you finish a short or long rest.

Sorcerous Origin: Frost Magic

Either born during a gruesome blizzard, tainted by the para elemental plane of ice, chosen from a winter or cold deity or just afflicted by a curse or blessing, some people have an innate ability to magically create cold and frost wherever they go. These strange individuals, known as frost sorcerers, have an inner blizzard that makes their magic as cold as their own body.

Subclass Restriction: Non-Fire Genasi

Frostborn

Starting 1st level, your cold magical energy grants you resistance to cold damage.

Also, you can freeze water you touch as a bonus action. You can affect a number of cubic feet of water equal to your sorcerer level. This water remains frozen for up to 1 minute, or until the beginning of your next turn on extreme heat.

You can use this feature a number of times equal to your charisma modifier, (minimum 1) and recover all expended uses when you finish a long rest.

Frostbite

Also at 1st level, your frozen spells bite the muscles of your targets. When you deal cold damage with a sorcerer spell of 1st or higher level, you can make a single target of the spell roll a Constitution saving throw against your spell DC. On a failure, it has it's speed reduced by a number of feet equal to 5 times the spell's level (down to 5 feet) until the beginning of your next turn.

You can use this feature a number of times equal to your sorcerer level, regaining all expended uses after a long rest.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Frost Magic Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must deal cold damage and can be from any spell list.

Frost Magic Spells
Sorcerer level Spell
1st Frost Fingers, Ice Knife
3rd Hold Person, Snilloc's Snowball Swarm
5th Frozen Grasp*, Slow
7th Blizzard*, Ice Storm
9th Cone of Cold, Freeze*

Cold Magic

Starting 6th level, your cold magic now can shape all your magic. Whenever you cast a sorcerer spell that deals acid, fire, necrotic or radiant damage, you can spend 1 sorcery point to make it deal cold damage instead.

Armor of Frost

At 14th level, your cold spells also weave around you, protecting you from harm. Whenever you cast a sorcerer spell of 1st or higher level using sorcery points, you gain a bonus to your AC equal to half the spell's level (rounded up, minimum 1) for a number of rounds equal to your charisma modifier, until you don the armor as a bonus action, or you die. This feature's duration is reduced to half in extreme heat.

Winter Child

At 18th level, the winter of your soul now leaks fully into your flesh. You gain immunity to cold damage.

Also, cold damage you inflict ignore resistance to cold damage. Creatures with immunity to cold damage instead receive half damage from your cleric features and spells. Elementals immune to this feature.

Finally, you, your sorcerous origin features, as well as your spells are no longer affected by extreme heat or cold.

Sorcerous Origin: Greenwalker

While nature and it's protectors are well known and extended across the world, few people actually knows about the existence of those who are born with a primal connection to it. These individuals are often born from druids, rangers or, more rarely, from the interaction of dryads with mortals. They have a green blood wich usually grants them a greenish tone of skin, and as they grow stronger, they partially transform in a representation of plant life.

Verdant Magic

Starting 1st level, your blood has awakened it's natural latent power. You learn either Druidcraft or Green Thumb* cantrip, your choice. It counts as a sorcerer spell for you but doesn't count towards the total number of cantrips you know.

Whenever you're given the option to learn a new cantrip, you can choose a cantrip from the druid's spell list of your choice.

Finally, when you damage a creature with a sorcerer spell, you can use a bonus action to force it to make a Strength saving throw against your spell DC. On a failure, it becomes restrained, as magical vines sprout from it and grapple it until the beginning of your next turn.

You can do so a number of times equal to half your sorcerer level (rounded up), and regain all expended uses when you finish a long rest.

Natural Lore

Starting 1st level, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature or Survival.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Greenwalker Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Conjuration or Transmutation schools from the druid, ranger or sorcerer spell lists.

Greenwalker Spells
Sorcerer level Spell
1st Entangle, Speak with Animals
3rd Seed of Life* Spike Growth
5th Awaken Plant*, Plant Growth
7th Grasping Vine, Guardian of Nature
9th Tree Stride, Wrath Of Nature

Nature Dweller

Starting 6st level, you are no longer slowed down by difficult terrain made of plants, and you have advantage on saving throws against plant effects, like poison, restraining, etc...

Also, you learn the Speak With Plants spell. It counts as a sorcerer spell for you, but doesn't count towards the ttoal number of spells you know. You can cast it without expending sorcery points once, and recover the ability to do so once you've finished a long rest.

Bark Defense

Starting 14th level, your body can quickly grow a thin but hard bark of ironwood-like matter. You can spend 2 sorcery points to cast the Barkskin* spell on yourself without requiring material components.

Also, plant creatures won't attack you unless compelled to do so by magic or as a response from an hostile action on your part (like aiding a hostile creature, harvesting it or directly attacking it, among others).

Regeneration

At 18th level, you can nurture yourself from the land around you. While below half your maximum hit points, at the start of each of your turns while in direct contact with soil or under sunlight, you can regenerate, regaining hit points equal to 5 + your Constitution modifier (minimum 1) up to half your hit points maximum. You don't gain this benefit if you have 0 hit points.

Sorcerous Origin: Hag Daughter

Hags are truly hideous creatures, with unsettling lives, spiteful thoughts and a bizarre form of reproduction: they must be impregnated by mortals, and always give birth to female members of the father's race. They require to fulfill a ritual to transform the child into a fully fledged hag before reaching it's adolescence, and those that pass the age, are devoured by it's mother. But there are sometimes a rare occasion in which their daughters are not transformed nor devoured. They retain their mother's magical abilities, and sometimes, even some of their manners.

Subclass Restriction: Female Only

Hag Mother

Starting 1st level, the power of your vile blood has awakened, linking you to one of the 5 types of known hags. Choose one among the following. Your choice will give you specific benefits at this and later levels.

  • Annis Hag. These strange hags were one of the giant clans that were cursed by the gods after the dragon war, and ended up in the feywilds. You learn either Giant or Sylvan, your choice.
  • Bheur Hag. Hags of fey origin, these evil creatures are the nightmarish embodiments of traveling winter and rumored to be Morrigan's agents. You learn either Primordial or Sylvan, your choice.
  • Green Hag. The most common and "talkative" kind of hags, also of Fey origin and probably the most socially dangerous of all. You learn either Sylvan or any common tongue of your choice.
  • Night Hag. Strange fiendish hags that delight in souls and commerce, which prefer to leave mortals alone except for reproduction. You learn either Abyssal or Infernal, your choice.
  • Sea Hag. Deranged fey creatures that live in sea caves and coasts, these spiteful women hate all that is alive and/or beautiful. You learn either Primordial or Sylvan, your choice.

Finally, regardless of your choice, you gain proficiency with alchemist's supplies.

Curse Slinger

Starting 1st level, your hagish blood taints your magic and allows you to curse others.

As a bonus action, you can spend a sorcery point and target a creature you can see within 60 feet of you. It must succeed on a Charisma saving throw against your spell DC or gain disadvantage on all checks relying on a specific ability of your choice (like Constitution or Intelligence). This curse remains for 1 minute. You can rerroll any 1 obtained on a damage roll of your spells against cursed creatures, and you must use the second roll, regardless of it's result.

You can have only a single target cursed at a time, and cursing another creature makes the first one to lose said curse. You can use this feature a number of times equal to your Charisma modifier (minimum 1), and recover all expended uses when you finish a long rest.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Hag Daughter Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Enchantment or Necromancy schools from the sorcerer, warlock or wizard spell lists.

Hag Daughter Spells
Sorcerer level Spell
1st Bane, Inflict Wounds
3rd Blindness/Deafness, Ray of Enfeeblement
5th Bestow Curse, Fear
7th Banishment, Polymorph
9th Enervation, Geas

Hagish Inheritance

By 6th level, your hag blood has become stronger. You gain a benefit according to your hag Mother choice.

  • Annis Hag. Your mother's strength grants you a superior condition. You gain proficiency in Strength saving throws (or any of the Sorcerer saving throws if you already have it). Also, your AC increases by 1 while not wearing armor.
  • Behur Hag. The spiteful ice running trough your blood protects you. You gain resistance to cold damage. Also, your walking speed increases by 10 feet.
  • Green Hag. Your greenish mother's illusions leak into your magic. The cost of any illusion spell you cast is reduced by 1, down to 1 sorcery point. Also, you gain advantage on saving throws against being charmed.
  • Night Hag. Your nightmarish blood grants you resistance to it's effects. You gain advantage on saving throws against the frightened condition. Also, you gain a darkvision with a range of 60 feet. If you already have a darkvision, it increases by 30 feet up to 150 feet.
  • Sea Hag. Your aquatic nature blooms through your blood. You gain a swimming speed equal to your walking speed, as well as the ability to breath both air and water. Also, creature within 30 feet of you that can see you have disadvantage on attack rolls against you.

Nightmarish Transformation

Starting 14th level, you've gained an advanced degree of control over your magic. You can cast the Tasha's Otherworldly Guise spell spending 7 sorcery points, but only the lower planes option without requiring material components. You don't require concentration for this special cast.

You can cast this spell in this way a number of times equal to your Charisma modifier (minimum 1), and recover all expended uses after you've finished a long rest.

Curse Master

Starting 18th level, you've become so powerful that even other hags fear you. Cursed creatures have disadvantage on all saving throws against your sorcerer spells.

Also, you now recover all your Curse Slinger uses when you finish a short or long rest.

Sorcerous Origin: Muscle Magic

Giants were the first beings outside dragons capable of doing magic, and while most of them did so through runic magic, some of them were born with an innate connection to the arcane energies of the world. Some of these giants granted their strength through blood rituals to mortals, and since, some rare individuals have been born with this strange but powerful form of sorcery. These sorcerers use their magical energy to bolster their bodies and have been some of the most fearful warriors, as their abilities extend not only to spellcasting, but also to close quarters combat.

Subclass Restriction: Non-Gnome

Arcane Muscles

Starting 1st level, your magic has infused your body with its might. You gain the following advantages:

  • You gain proficiency in the Athletics skill. You add your Charisma modifier as a bonus to any Strength (Athletics) skill check you make.
  • You can spend 1 sorcery point to gain advantage on a Strength check or saving throw when you make one.
  • Your hit points maximum increases by 1, and increases by 1 additional hit point whenever you gain a level in this class.
  • You can now calculate your AC as 10 + your Constitution modifier + your Charisma modifier.

Powerful Fists

Starting 1st level, your muscles have been enhanced by magic. Your unarmed strikes attacks deal 1d4 bludgeoning damage, and can use Charisma instead of Strength for both attack and damage rolls. You can make an unarmed or brass knuckles attack on each of your turns as a bonus action.

The damage of your fists increases to 1d6 at 6th level, 1d8 at 14th level and 1d10 at 18th sorcerer level.

Your unarmed attacks count as melee weapons with a cost of 10sp per sorcerer level for purposes of any requirement of spells, like a material components for the Green-Fire Blade cantrip or attacks for Smite spells.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Muscle Magic Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Evocation or Transmutation schools from the sorcerer, spellblade or wizard spell lists.

Muscle Magic Spells
Sorcerer level Spell
1st Zephyr Strike, Wrathful Smite
3rd Enlarge/Reduce, Mystical Strike*
5th Beacon of Hope, Haste
7th Freedom of Movement, Staggering Smite
9th Bigby's Hand, Skill Empowerment

Dorsal Might

Starting at 6th level, your unarmed attacks count as magical for purposes of overcoming resistance and immunity to non-magical damage.

Also, whenever you cast a spell, you gain temporary hit points equal to twice the number of sorcery points spent on the spellcasting. These temporary hit points remain for up to 1 minute.

Finally, you now can use your Charisma instead of Strength to determine your carrying capacity.

Magical Punch

At 14th level, you've dominated the art of muscle casting. Whenever you cast a sorcerer spell that requires a touch, you can instead make an unarmed attack against the target, inflicting your unarmed strike damage as normal, and delivering the spell though it. Any additional effect of the spell is resolved as normal.

Herculean Strength

Starting 18th level, your strength grows heavily as well as your resistance. You gain the following benefits:

  • Your carrying, pushing and lifting capacity is now 20 times your Charisma score.
  • You gain proficiency in Strength saving throws
  • Your unarmed attacks now count as adamantine for purposes of overcoming damage resistance and immunity to non-adamantine damage.

Sorcerous Origin: Royal Bloodline

Some mortals gained a magical right into their blood not because of the gods, otherwordly powers or extraplanar influence, but because of a birth blessing related to destiny and the concept of law, that gives them the right to rule and command, and use their magical proficiency to aid their rulership. These rare sorcerers always descend from noble and/or royal bloodlines, and the birth of one is seen as an omen of change by all countries, be it as a destabilization risk, or as a sign of prosperity.

Political Remembrance

Starting 1st level, the noble blood running through your veins gives you innate knowledge. You gain proficiency in the History skill. You have advantage on History checks.

Also, you learn any two languages of your choice, one of them must be a common language.

Ruler's Command

Starting 1st level, you can use a bonus action to command a creature of your choice that can either see or hear you within 60 feet of you to immediately use its reaction to take one of the following actions:

  • Attack. The creature can make an unarmed or weapon attack against a creature of your choice within range.
  • Move. The creature can move up to half it's movement speed without provoking opportunity attacks.

An unwilling creature must succeed on a Wisdom saving throw against your spell DC or obey your order.

You can do so a number of times equal to half your sorcerer level (rounded up), and recover all expended uses after finish a long rest.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Royal Bloodline Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Abjuration or Enchantment schools from the bard, paladin, sorcerer or wizard spell lists.

Royal Bloodline Spells
Sorcerer level Spell
1st Command, Heroism
3rd Calm Emotions, Zone of Truth
5th Tiny Servant, Tongues
7th Compulsion, Find Greater Steed
9th Dominate Person, Geas

Royal Blessing

Starting 6th level, whenever you fail spell attack roll using a sorcerer spell of 1st or higher level, you regain 1 sorcery point. If you instead roll a 1 on a d20, you instead recover 2 spent sorcery points.

Servant's Boon

Starting 14th level, you gain the ability to share your royal magic with others. Once per round, when a friendly creature within 30 feet of you that you can see casts a spell as an action, you can use your reaction to spend 1 sorcery point and add a metamagic option to the spell casted by it, paying it's normal price.

You cannot improve a spell that already benefits from a metamagic option in this way, nor can the spellcaster apply any further metamagic options to it.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and recover all expended uses when you finish a long rest.

Emperor's Aura

By 18th level, you now exude an aura of royal energy. This aura has a 30 feet radius and has the following effects:

  • Friendly creatures within the aura gain a +1 bonus to attack rolls, skill checks and saving throws.
  • Creatures of your choice within the aura have disadvantage on Wisdom checks and saving throws against you.

Sorcerous Origin: Shadow Magic

Deeply touched and molded by the shadowfell, shadow sorcerers are a dreadful force of nature, often rejected and prejudged by others. They are often assumed to be evildoers (a reputation well deserved thanks to many who used their powers to conquer and slaughter others). Among all sorcerers, shadow sorcerers are the most feared maybe only after draconic and fiendish ones. The follwoing text replaces the XGtE's subclass entry.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet and can see in magical darkness produced by you.

When you reach 6th level in this class, you can spend 3 sorcery points to see through any source of magical darkness for a number of minutes equal to your sorcerer level.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat.

When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Shadow Magic Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know. You cannot change these spells for others when you level up.

Shadow Magic Spells
Sorcerer level Spell
1st Animate Shadow*, Curse of Blindness*
3rd Darkness, Shadow Blade
5th Fear, Isolation*
7th Death Ward, Evard's Black Tentacles
9th Banish Light*, Death's Veil*

Also, you learn the Draining Shadows* cantrip. it counts as a sorcerer spell for you and doesn't counts towards the total number of cantrips you know.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes.

As a bonus action, you can spend 4 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:

  • The hound's size is Medium and counts as a monstrosity.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it must use its action to attack it. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you can step from one shadow to another. While in dim light or darkness, as a bonus action, you can spend 1 sorcery point to teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain.

You take 5 force damage if you end your turn inside an object.

This form remains for 1 minute, until you become incapacitated or if you dismiss it as a bonus action.

Sorcerous Origin: Stone Soul

Some people becomes touched by earth, be it for the ancient primal spirit mother earth, a powerful elemental or a direct connection to elemental plane of earth. These individuals most commonly awaken their innate magical energy as stone soul sorcerers. Their unique connection to the earth element grants them a higher resilience and the ability to control earth and rock at will. They are quite rare around the world and most prefer to live far from civilization.

Subclass Restriction: Non-Air Genasi

Earthen Aegis

Starting 1st level, you gain proficiency with shields (except tower shields), and learn how to read, write and speak in Primordial.

You can now spend 1 sorcery point as a bonus action to create a shield made of soil or rock, choosing from either a small or regular shield (with or without spikes, your choice).

The shield is magical and can only be used by you. It crumbles after you complete a short or long rest, when someone else dons it, when you fall unconscious or if you dismiss it early as a bonus action.

The shield's AC increase both by 1 at 14th and 18th level.

You can create the shield a number of times equal to half your sorcerer level (rounded up), and recover all expended uses when you finish a long rest.

Rock's Durability

At 1st level, your connection to stone gives you extra fortitude. While wearing no armor, you have a damage reduction equal to your sorcerer level against all damage but force and psychic damage.

You can wield a shield and still benefit from this feature.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Stone Soul Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must deal bludgeoning damage, and can be from any spell list.

Stone Soul Spells
Sorcerer level Spell
1st Earth Tremor, Stone Bullets*
3rd Earthbind, Seismic Step
5th Impale*, Meld Into Stone
7th Stone Shape, Summon Elemental (Earth Elemental Only)
9th Transmute Rock, Wall of Stone

Also, you learn the mold earth cantrip. It doesn't count towards the total number of cantrips you know.

Versatile Shield

By 6th level, you can now extend the shield around yourself.

When you are targeted by an attack roll while wielding a shield created by your Earthen Aegis feature, you can use your reaction to consume it and extend it around yourself, casting the shield spell without spending sorcery points. The spell gains an AC bonus equal to half your sorcerer level (rounded up).

Soil Glide

By 14th level, you've learned to sense and move using the land at your feet. While standing on terrain made mostly of soil or rock, attacks against you are made with disadvantage.

Also, you gain tremorsense with a range of 30 feet.

Earthquake

Starting 18th level, you have fully learned to control earth. Once between long rests, you can cast the Earthquake spell by spending 8 sorcery points.

Sorcerous Origin: Storm Sorcery

Not all souls touched by the elemental plane of air are born air genasi. Some are granted an even stranger blessing, gaining the ability to control wind and storm alike, becoming sorcerers tied to the chaotic and free nature of wind. These sorcerers are agents of change and prefer to be always on the move, or, at least, free of shackles. The following text replaces the XGtE and SCG's subclass entry.

Subclass Restriction: Non-Earth Genasi

Tempestuous Magic

Starting at 1st level, you can impulse yourself through air using magic. Whenever you deal damage with a sorcerer spell of 1st or higher level, you deal additional lightning damage to one creature of your choice affected by the spell equal to the number of sorcery points spent on it.

Also, you can spend 1 sorcery point to take the disengage action as a bonus action immediately after using your action to cast a sorcerer spell.

Wind Born

At 1st level, you learn how to read, write and speak in Primordial.

Also, your movement speed increases by 5 feet. It increases by 5 additional feet at 6th, 14th and 18th level.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Storm Sorcery Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must deal lightning or thunder damage, and can be from any spell list.

Storm Sorcery Spells
Sorcerer level Spell
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
5th Call Lightning, Haste
7th Storm Sphere, Summon Elemental (Air elemental only)
9th Control Winds, Ride the Lightning*

Also, you learn the gust cantrip. It doesn't count towards the total number of cantrips you know.

Heart of the Storm

At 6th level, you gain resistance to lightning damage.

In addition, whenever you start casting a sorcerer spell that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures within 10 feet of you that attack you to receive lightning damage equal to the spell's level each time they hit you.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

  • If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
  • If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Stormborn

Starting at 14th level, your connection to air grows. You gain a magical flying speed equal to your walking speed.

Also, you now can cast the Wind Walk spell once between long rests spending 9 sorcery points.

Wind Soul

At 18th level, you gain immunity to lightning damage.

Also, you can share the blessing of the wind with your allies. As an action, choose a umber of creatures you can see within 30 feet of you equal to 3 + your Charisma modifier (minimum 1). The chosen creatures gain a magical flying speed of 30 feet for 1 hour.

You can use this feature once, and recover the ability to do so once you've finished a long rest.

Sorcerous Origin: Sword Saint

Legendary swordsmen have existed all across the world since it's beginning, mortals blessed with a superior understanding of the blade. Many of these swordsmen have been sorcerers that were granted an innate affinity with the edge of blades.

They were once studied by those that came to be bladesingers and spellblades, and nowadays they are hardly tell apart from each other, even in those groups.

Sword Saint Nature

Starting 1st level, you gain proficiency with longswords, shortswords and sabres, as well as with light and medium armor.

You can use your Charisma instead of Strength for both attack and damage rolls using longswords, shortswords or sabres. You still have to met the minimum strength requirement to use them properly.

Spellstrike

Also at 1st level, you can imbue your blades with magical energy. When you hit a creature with a melee attack using a longsword, shortsword or sabre, you can deal additional damage equal to 1d6 of either acid, cold, fire, lightning, necrotic or poison damage (your choice). This damage increases to 2d6 at 14th sorcerer level.

You can do so a number of times equal to your sorcerer level, and recover all expended uses when you finish a long rest.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Sword Saint Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must require a melee weapon as a component, or a melee attack as part of the spellcasting, and can be from any spell list.

Sword Saint Spells
Sorcerer level Spell
1st Wrathful Smite, Zephyr Strike
3rd Cloud of Daggers, Magic Weapon
5th Elemental Weapon, Slashing Wind*
7th Freedom of Movement, Staggering Smite
9th Gwynharwyf's Whirlwind Strike, Steel Wind Strike

Sword Combat

Starting at 6th level, you gain one of the following sword techniques, which work only with longswords, shortsowrds or sabres.

  • Extra Attack. You can attack twice instead of once when taking the attack action on your turn.
  • Perfect Strikes. You can spend 1 sorcery point to gain a +1 bonus to attack and damage rolls for 1 minute.
  • Quick Step. When you take the attack action, you can use a bonus action to spend 1 sorcery point and take either the disengage or dodge action (your choice).
  • Spellsword. You can make a melee weapon attack as a bonus action after casting a sorcerer cantrip on your turn.
  • True Strike. You can spend 1 sorcery point to gain advantage on a melee weapon attack on your turn.

You learn an additional option at 14th and 18th level. Once you've chosen an option, you cannot later change it.

Quick Swordsman

By 14th level, your speed increases by 10 feet.

One with the Blade

Starting 18th level, you've reached mastery using your weapons. You can no longer be disarmed, and your weapon attacks using longswords, shortswords and sabres score a critical on a roll of 19-20.

Sorcerous Origin: Vulcan Heart

Fire is a natural force that consumes, destroys and burns down everything it touches. Those sorcerers that are touched by fire are sometimes described as "explosive" "erupting" and "energetic", and this is true for many of them. They love to watch things burn and consume everything they can, be it love, food, drugs or flesh. Wielding heat, fire and rage, these sorcerers are feared and regarded as dangerous.

Subclass Restriction: Non-Water Genasi

Eruption

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

Flaming Surge

At 1st level, you learn how to read, write and speak in Primordial.

Also, you can wreath your spells in fire. When you cast a sorcerer spell of 1st or higher level that deals damage, you can change the damage type to fire.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Vulcan Heart Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must deal fire damage, and can be from any spell list.

Vulcan Heart Spells
Sorcerer level Spell
1st Burning Hands, Faerie Fire
3rd Aganazzar's Scorcher, Pyrotechnics
5th Ashardalon's Stride, Fireball
7th Heat Aura*, Summon Elemental (Fire Elemental Only)
9th Immolation, Inferno*

Also, you learn the control flames cantrip. It doesn't count towards the total number of cantrips you know.

Fire Heart

Starting 6th level, fire damage you inflict with your sorcerer spells ignore resistance to fire damage. Starting 14th level, creatures with immunity to fire damage instead receive half damage from your sorcerer spells. Elementals are immune to this feature.

Also, you gain resistance to fire damage.

Reconstitution

Starting 14th level, you can cauterize your injuries. You recover 1 health point for each sorcery point you spend.

Fiery Soul

At 18th level, the cost of all spells that deal fire damage is reduced by 1 sorcery point (except those modified by your Flaming Surge feature).

Also, you gain immunity to fire damage.

Sorcerous Origin: Wave Child

All elemental planes can yield their own type of sorcerers. Those born of the elemental plane of water are calm, insightful and free. They can swim as if they had fins, and can use their unique connection to the elemental plane of water to conjure it and wash away their problems and those of others.

Subclass Restriction: Non-Fire Genasi

Curse of the Sea

Starting 1st level, your magic can curse others. Whenever you affect a creature with a sorcerer spell, you can decide to curse it until the ending of your next turn. When you affect a cursed creature with another spell before the ending of the curse, you can trigger it, producing one of the following effects:

  • Cold Curse. The target’s speed is reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
  • Storm Curse. The target becomes shocked and takes additional damage equal to your Charisma modifier (minimum 1).
  • Waves Curse. The target is pushed or pulled 15 feet in any direction of your choice.

You can use this feature a number of times equal to your sorcerer level, and recover all expended uses when you finish a long rest.

Sea Born

At 1st level, you learn how to read, write and speak in Primordial.

Also, your tie to the sea grants you the ability to breathe both air and water, and you gain a swim speed equal to your walking speed.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Wave Child Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must deal cold damage, and can be from any spell list.

Wave Child Spells
Sorcerer level Spell
1st Create or Destroy Water, Fog Cloud
3rd isty Step, Water Stream*
5th Tidal Wave, Wall of Water
7th Control Water, Summon Elemental (Water Elemental Only)
9th Cone of Cold, Maelstrom

Also, you learn either the control flames cantrip. It doesn't count towards the total number of cantrips you know.

Liquid Flow

Starting 6th level, you can move yourself freely assuming a watery movement. You gain advantage on checks and saving throws to avoid being pushed, pulled, knocked, grappled or restrained.

Finally, you're no longer slowed down by difficult terrain made of water in any of it's forms.

Flesh Fusion

By 14th level, you can briefly transform yourself into a part liquid state. Whenever you receive damage, you can use your reaction to reduce the damage taken by an amount equal to your sorcerer level, down to 0.

If you're in a liquid when you use this reaction, you also gain temporary hit points equal to your Charisma modifier (minimum 1) after damage calculation.

Water Nature

Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:

  • You no longer need to eat, drink, or sleep.
  • Critical hits against you become normal hits.
  • You have resistance to bludgeoning, piercing and slashing damage.

Sorcerous Origin: Wild Magic

While the great majority of people fears sorcerers for their innate magical capacity, the ones who truly fear these wild sorcerers are those who know about the chaotic magical force. They are living embodiments of chaos, and they can be as powerful enemies as dangerous to themselves. The present work replaces the PHB's subclass entry.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per round, you can ask the DM to roll a d20 immediately after you cast a sorcerer spell of 1st level or higher, producing a wild magic surge according to the result of the d20 on the following table.

You can do so a number of times equal to half your sorcerer level (rounded up), and regain all expended uses when you finish a long rest.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. You can use this feature a number of times equal to your Charisma modifier (minimum 1), and recover all expended uses when you finish a long rest.

After using this feature, the DM must immediately roll on the Wild Magic Surge table without spending an use of your Wild Magic Surge feature.

Expanded Spell List

Also, at 1st level, you learn additional spells as you gain levels in this class, as per the Wild Magic Spells Table. These spells counts as sorcerer spells to you, but doesn't count against the total number of spells that you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must come from the Bard, Sorcerer or Wizard spell lists.

Wild Surge Table
D20 Effect
1 For the next minute, you can see any invisible creature if you have line of sight to it.
2 You cast Fireball centered on yourself, dealing a number of D6s equal to your sorcerer level. All creatures in the area have disadvantage on their saving throws against this spell.
3 For the next minute, you regain a number of hit points equal to your Charisma modifier (minimum 1) at the beginning of each of your turns.
4 You receive maximum damage from all sources until the beginning of your next turn.
5 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
6 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
7 Maximize the damage of the next damaging spell you cast within the next minute.
8 You regain 1d4 sorcery points.
9 You gain resistance to all damage for the next minute.
10 You can take one additional action immediately.
11 A number of random creatures up to your proficiency bonus within 30 feet of you take 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
12 You create a magic missile and can use it immediately. It deals bonus damage equal to your sorcerer level.
13 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
14 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
15 All sources of light within 30 feet from you are extinguished.
16 Your size increases by one size category for the next minute up to gargantuan.
17 Your size decreases by one size category for the next minute down to tiny.
18 You become stunned until the beginning of your next turn.
19 You cast Fly on a random creature within 60 feet of you.
20 Roll on this table on each of your turns for 1 minute.
Wild Magic Spells
Sorcerer level Spell
1st Chaos Bolt
3rd Enlarge/Reduce
5th Hypnotic Pattern
7th Confusion
9th Animate Objects

Finally, you learn one additional cantrip from the sorcerer spell list, but it doesn't counts towards the total number of cantrips you know.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll.

You can do so after the creature rolls but before any effects of the roll occur. After doing so, the DM must roll on the wild magic surge table without spending an use of your Wild Magic Surge feature.

You can use this feature a number of times equal to your Charisma modifier (minimum 1), and recover all expended uses when you finish a long rest.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever your DM rolls on the Wild Magic Surge table, it must roll twice and then you can choose which result to use.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Spellblade

A black skinned elf rises her sword in the air, stabbing the air in direction of her enemy, producing an electric ray that fries it's body with electricity.

An unsuspecting creature walks down an alley and a halfling appears behind it after silencing the area with magic. The halfling drives his rapier trough his victim, disappearing on shadows.

Claded in heavy armor and wielding shield and axe, a dwarf bashes a goblin with his shield, releasing a burst of fire as his axe splits the body of it's commander.

These warriors are masters using both weapons and magic. Spellblades draw energy from different planes, studying magic around them and finding ways to channel it.

All spellblades, as their names suggests, are specialists using bladed weapons and arcane magic. They are seen as heretics by wizards that don't understand their ways, but they care not about them, as their focus has never been studying magic itself but energy.

Martial Spellcasters

While scholar wizards focus on learning about magic, spellblades, sometimes refered as magus (Magi for plural) focus on comprehend it. Wizards are full of hubris, as their path is focused on produce it, while magi, on their side, are trained since the beginning to use magic and to channel it through bladed weapons; their edged way is not only aesthetic, but also practical, as bladed weapons can channel magic with ease. After learning to use weapons, they learn to draw power from different planes, studying and learning to imbue their bodies with such energies.

Spellblades are rare sightings, traveling most of their time, studying and learning more about the world and how to enhance themselves. They rarely stay in the same place longer than necessary, learning everything they can before moving to a different place.

Enhanced Warriors

All magi learn to infuse their bodies with magical energy, altering their bodies as long as they are alive. Most spellblades train as a way to achieve a philosophy of perfect mind on perfect body, and this enhances them to levels not comprehensible by most mortals. Spellblades group themselves according to their "dogmas", defined by their types of arcane practice, molding the way they draw raw magic and the sources they tap into to do so.

Not all warriors capable of wielding weapons and cast magic spells is a spellblade. While most that do so seek the arcane ways to improve their combat or survival abilities, spellblades do so as a way of life and a form of art and expression.

Creating a Spellblade

Spellblades are not brutes nor thrill junkies; they carefully practice their art as a way of personal expression, and engage on combat as a way to prove themselves. Your character background and motivations shall reflect the philosophy of the dogma it follows. Consider such dogma's philosophy, how it has shaped his personality and what are his goals.

Also, consider who taught him the delicate art of the magi, why your character decided to adopt such a mantle, and why you are going on adventures.

Spellblade
Level Proficiency Bonus Features Spells Known Spell Points Spell Limit
1st +2 Bonded Blade, Spellblade Dogma
2nd +2 Combat Style, Spellcasting, Dogma Spells 3 4 1
3nd +2 Inner Magic 4 6 1
4rd +2 Ability Score Improvement 5 8 1
5th +3 Extra Attack 6 10 2
6th +3 Spellblade Dogma Feature, Arcane Blade 7 12 2
7th +3 Deflection 8 14 2
8th +3 Ability Score Improvement 9 16 2
9th +4 Enhanced Skills 10 18 3
10th +4 Spellblade Dogma Feature 10 20 3
11th +4 Infused Blade 11 22 3
12th +4 Ability Score Improvement 11 24 3
13th +5 Improved Spell Combat 12 26 4
14th +5 Spellblade Dogma Feature 12 28 4
15th +5 Physical Enhancement 13 30 4
16th +5 Ability Score Improvement 13 32 4
17th +6 Improved Parrying 14 34 5
18th +6 Spell Breaker 14 36 5
19th +6 Ability Score Improvement 15 38 5
20th +6 Zephyr Sword 15 40 5

Quick Build

You can make a Spellblade quickly by following these suggestions. First, choose either Dexterity or Strength as your highest ability score, depending on whether you want to focus on normal or finesse weapons. Then, Intelligence should be your second highest ability score. Now, choose Constitution as your third highest ability score. Lastly, choose the Cloistered Scholar background.

Class Features

Hit Points

  • Hit Dice: 1d10 per Spellblade level
  • Hit Points at 1st Level: 10 + Your Constitution modifier
  • Hit Points at Higher Level: 1d10 (or 5) + your Constitution modifier per spellblade level after 1st.

Proficiencies

  • Armor: All Armor, All Shields
  • Weapons: Simple Weapons, Melee Martial Weapons
  • Tools: None
  • Saving Throws: Constitution, Intelligence.
  • Skills: Choose four from Acrobatics, Appraise, Arcana, Athletics, Endurance, History, Insight, Investigation, Occultism and Performance.

Equipment

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

  • a) A rapier or b) a longsword
  • a) Gambeson, b) lamellar or c) Hauberk
  • a) A sabre, b) a shortsword, or c) a shield
  • a) 2 daggers, b) 2 handaxes, or c) 5 chakrams
  • a) An entertainer's pack, b) an explorer's pack or c) a scholar's pack

Bonded Blade

Starting 1st level, you have gained the ability to bond with a blade of your choice. To do so, you perform a ritual over the course of 1 hour, which can be done during a short rest.

The weapon must be held in your hand during the ritual, and it cannot be a sentient weapon. You can only forge a bond with a bladed weapon (known as spellblade weapons) which include: Battleaxes, Daggers, Glaives, Greataxes, Greatswords, Handaxe, Knives, Longswords, Rapiers, Sabres, Shortswords and Sickles.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon you must break the bond with one of the other two.

Spellblade Dogma

At 1st level, you have followed one of the seven known dogmas to become a spellblade, adopting its way and philosophy. Each one of them are described at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th and 14th level.

Spellcasting

After studying both the flow of energy and arcane magic, you have learned to channel spells trough your blades.

Spell Points

At 2nd level and higher levels, you get spell points, used to cast spells.

To cast spells, you must spend a number of spell points according to the spell level. Use the following table to determine the cost of a spell. You recover all your spell points after finishing a long rest.

Spell Level Spell Points Cost
1 2
2 3
3 5
4 6
5 7

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the spellblade spell list.

The Spells Known column of the Spellblade table shows when you learn more spellblade spells of your choice. Each of these spells must be of a level for which you can cast, as shown on the Spell Limit column on said table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spellblade spells you know and replace it with another spell from the spellblade spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use any spellblade weapon as a spellcasting focus for your spellblade spells.

Spell Combat

As part of your ability to channel magic trough your blades, you can attack with them while casting spells. Choose a spellblade spell of 1st or higher level with a casting time of 1 action and a single target, making an attack roll with any spellblade weapon against your target as part of the same action. If the attack fails, you then lose half the amount of spell points invested (rounded down). If the attack hits, you inflict damage per normal and deliver the spell to the target. If the spell requires a saving throw, it is resolved normally.

Combat Style

At 2nd level, you adopt a particular style of fighting as your speciality.

Choose one of the Following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Adaptive Fighting. While wielding a single versatile weapon and no shield, you can choose to wield it one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to both attack and damage rolls. Wielding it two-handed grants you a +1 bonus to your damage rolls and AC.
  • Arcane Warrior. You learn two cantrips of your choice from the wizard spell list. They count as spellblade spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
  • Berserking. Once on your turn, you can gain advantage on a single melee weapon attack. If you do so, your AC is reduced by 1 until the beginning of your next trun.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Classical Fencing. When you are wielding a single melee weapon in one hand without the Heavy, Two-Handed or Versatile properties and no shield, you gain a +1 bonus to your AC.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Distractor. When you attack an enemy with a melee weapon attack, that enemy gains disadvantage on its attack rolls against any other creature whitin 5 feet from you until the end of your next turn.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a non-spell damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction
  • Mariner. As long as you are not wearing medium armor, heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
  • Polearm Fighter. When making an attack with a polearm, you can then take a bonus action to make a second weapon attack with its opposite end, dealing 1d4 + your ability modifier in bludgeoning damage.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Skirmisher. On your turn, you can take the disengage action as a bonus action after making a melee weapon attack whit a weapon with the light and/or finesse property.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain two superiority die, which are d4s (this die is added to any superiority dice you have from another source). This die is 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.

Inner Magic

Starting 3rd level, you have learned how to tap into your inner reserves of magic. If you meditate for 10 minutes during a short rest, you recover a number of spell points equal to your spellblade level.

Ability Score Improvement

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

Extra Attack

Beginning 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Blade

Starting 6th level, spellblade weapons you wield now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deflection

By 7th level, your ability using your blades allow you to deflect other's attacks. When you are targeted by an attack roll that you can see while wielding a bonded blade, you can use your reaction to roll 1d20 + your Intelligence modifier (minimum 1) + your proficiency bonus, adding as a bonus any bonus to attack roll your weapon might have. If the roll is equal or higher that the attack roll, the attack deals only half damage.

You can use this feature against spells spending 2 spell points as part of the reaction.

Enhanced Skills

Starting 9th level, you can quickly make arcane flow though your body enhancing your abilities. When you roll a skill check you're not proficient with, you can add your proficiency bonus to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1) and recover all expended uses when you finish a long rest.

Infused Blade

Starting 11th level, whenever you cast a spell using the spell combat feature, you deal extra damage equal to your Intelligence modifier (minimum 1) to the weapon's damage roll.

Improved Spell Combat

By 13th level, you can take advantage of your own mistakes. Whenever you would recover spell points through your Spell Combat feature, you can decide to expend 1 additional spell point to repeat the attack roll. You must use the new roll, regardless of the result.

Physical Enhancement

Starting 15th level, you now add half your Intelligence modifier (rounded up) to your Strength, Dexterity and Constitution saving throws.

Improved Parrying

Starting 17th level, your ability deflecting attack is mastered. Whenever you succeed on a roll to use your Deflection feature, you instead receive no damage from the attack roll.

Spell Breaker

Starting 18th level, when you hit a creature under the effects of a spell with a spellblade weapon, you can attempt to dispell it spending 2 spell points to cast the dispell magic spell as part of the same attack.

Zephyr Sword

At 20th level, when you use your Spell Combat feature, you can make two attacks instead of one as part of the same action.

Spellblade Dogmas

Seven known dogmas for spellblade exist on Abbeorht. Most of those that teach these dogmas are jealous of their secrets, while others are glad to share their knowledge and culture with others.

Spellblade Dogma: Arcane Aegis

One of the most adventurous and popular dogmas, the arcane knights are more like an order of knights than an esoteric group. Training and studying in arcane fortresses, disciples train under several teachers, instructors and mentors, mastering both weapons and armors, as well as magic. These mystical warriors are expert combatants, protecting their fellow comrades using their dominion over ley lines.

Dogma Basics

When you choose this school at 1st level, you gain proficiency in the Athletics skill.

Also, you learn the Blade Ward and Resistance cantrips. They count as spellblade spells for you.

Mystical Protector

At 1st level, you can channel magic through your shield. You can conduct your bonded blade ritual on a shield instead of a blade. While wielding a bonded shield, it becomes a spellcasting focus for your spellblade spells. You are also able to cast spells that require somatic components while holding a bonded spellblade and a bonded shield at the same time.

Arcane Aegis Spells

Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Aegis Spells table. These spells count as spellblade spells for you, but they don't count against the number of spellblade spells you know.

Arcane Aegis Spells
Spellblade Level Spell
2 Magic Missile, Shield
5 Dragon's Breath, Misty Step
9 Conjure Barrage, Dispel Magic
13 Banishment, Fire Shield
17 Far Step, Steel Wind Strike

Spell Resistance

Starting 6th level, while you are wielding a shield you can add it's AC bonus to your saving throws against spells.

Mystical Reconstitution

At 10th level, you can use your hit die to heal as a bonus action, at a rate of 1 hit die per 2 spell points. You can spend a number of hit die equal to you intelligence modifier (minimum 1) between long rests.

Spell Catcher

Starting 14th level, while you're wielding your imbued shield and an ally within 60 feet that you can see becomes targeted by a spell, you can use your reaction to redirect the spell to you before your ally makes a saving throw. Once you use this feature, you cannot use it again until you finish a long rest.

Spellblade Dogma: Divine Steel

These warriors, known as crusaders, are known for their zealous devotion to the study of celestial magic. Training for years in sacred temples, they gain the right to study as disciples of true crusaders. Having to adhere to rigid codes of honor and service, the crusader mentor teaches the way of the arcane celestial magic. Wielding light and steel, these warriors are sworn to destroy darkness.

Dogma Basics

When you choose this school at 1st level, you gain proficiency in the Religion skill.

Also, you learn the Word of Radiance cantrip. It counts as spellblade spell for you.

Finally, you learn how to write, read and speak Celestial.

Radiant Weapon

Starting 1st level, your studies into celestial magic have granted you insight into divine energies. As a result, you are now able to infuse your spellblade weapon with such energy. When you cast a spellblade spell of 1st or higher level, the next melee weapon attack you make before the ending of your next turn deals additional d4s equal to the spell's level as additional radiant damage.

Divine Steel Spells

Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Divine Steel Spells table. These spells count as spellblade spells for you, but they don't count against the number of spellblade spells you know.

Divine Steel Spells
Spellblade Level Spell
2 Healing Word, Shield of Faith
5 Branding Smite, Spiritual Weapon
9 Life Transference, Spirit Shroud
13 Guardian of Faith, Sickening Radiance
17 Holy Weapon, Wall of Light

Celestial Influence

Starting 6th level, you gain advantage on saving throws to avoid being charmed or frightened, as well as resistance to radiant damage.

Soothing Magic

At 10th level, your dedication to the holy path has granted your inner magic healing properties. Whenever you cast a spellblade spell, you recover a number of hit points equal to twice the amount of spells points expended. This healing cannot bring you above half your maximum hit points.

Call Forth Divinity

At 14th level, you can now summon celestials to your aid. You learn how to cast the Summon Celestial spell without material components, costing 5 spell points for you. You use this trait once between long rests.

Spellblade Dogma: Elementalism

Magi that follow the path of the elements are well known for their dedication and respect for nature. Usually calm, wise and respectful, they learn that elements harness power over mortals and not the other way. Trained in groups of two masters and up to 5 apprentices, they travel studying nature and the way the elements shape the world, learning how to control such elements and bolster their bodies with them.

Dogma Basics

When you choose this school at 1st level, you get proficiency in the Nature skill.

Also, you learn the Elemental Strike* cantrip. It counts as spellblade spell for you.

Finally, you learn how to speak, write and read Primordial.

Elemental Affinity

Starting 1st level, you can channel elemental magic.

You are free to choose an elemental affinity; it determines further benefits that you receive from this class.

  • You gain an additional Cantrip that counts as a spellblade spell for you.
  • When you inflict damage associated with your elemental affinity, you can reroll a number of damage dice equal to your proficiency bonus. You must use the new rolls. You can do so a number of time equal to your intelligence modifier (minimum 1), and recover all expended uses after you finish a long rest.
Element Damage Type Weapons Cantrip
Air Thunder, Lightning Dagger, Knife, Rapier Gust
Earth Bludgeoning, Piercing, Slashing Any axe Mold Earth
Fire Fire Any sword Control Flames
Water Cold, Acid Sickle, Sabre, Glaive Shape Water

You can change your elemental affinity for another element every time you finish a long rest.

Elementalism Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elementalism Spells table. These spells count as spellblade spells for you, but they don't count against the number of spellblade spells you know.

Elementalism Spells
Spellblade Level Spell
2 Absorb Elements
5 Augury
9 Elemental Weapon
13 Elemental Bane
17 Maelstrom

You also learn spells according to your elemental affinity.

Air Spells
Spellblade Level Spell
2 Feather Fall
5 Gust of Wind
9 Wind Wall
13 Storm Sphere
17 Controll Winds
Earth Spells
Spellblade Level Spell
2 Earth Tremor
5 Earth Bind
9 Erupting Earth
13 Stoneskin
17 Wall of Stone
Fire Spells
Spellblade Level Spell
2 Burnign Hands
5 Flaming Sphere
9 Fireball
13 Wall of Fire
17 Immolation
Water Spells
Spellblade Level Spell
2 Ice Knife
5 Snilloc's Snowball Storm
9 Wall of Water
13 Watery Sphere
17 Cone of Cold

Elemental Infusion

Starting 6th level, you receive a passive benefit according to your elemental of affinity.

Element Benefit
Air You gain a flying (hover) speed equal to your walking speed.
Earth You can calculate your AC as 13 + your Constitution modifier + your Intelligence modifier. Also, you can add your Constitution instead of your Dexterity to calculate any of your armor's AC.
Fire You gain resistance to fire and cold damage.
Water You gain swimming speed equal to your walk speed and the ability to breath both air and water. Also, you gain resistance to cold damage.

Elemental Feedback

Starting 10th level, your expertise casting spells allows you to absorb elemental energy into your body. When you are damaged by an spell that deals your elemental affinity damage, you then regain a number of spell points equal to the level of the spell, up to level 5.

Mutable Affinity

Starting 14th level, you now can spend 2 spell points to immediately change your elemental affinity as a bonus action.

Spellblade Dogma: Ghost Walking

While most magi dogmas study to improve their lives, these rare magi focus on learning about ghost and the afterlife with the hope of achieving peace at the end of their lives. Training in groups of up to 4 disciples with a single master, these magi are able to draw power from the ethereal plane, understanding more about the spirits of the dead.

Dogma Basics

When you choose this school at 1st level, you learn both the Mind Sliver and Soul Drain* catrips. They count as spellblade spells for you.

Also, you learn how to read, read and write in Stygian.

Spirit Phylactery

Also at 1st level, you have a magical amulet that serves as a receptacle that stores spiritual energy. This energy is manifested as "spirit shards", and have a number of them equal to your Intelligence modifier (minimum 1). Whenever you finish a long rest, your spirit shards are replenished. These shards can be used to activate effects known as spiritual echoes.

  • Ethereal Shroud. As a bonus action, you can grant yourself temporary hit points equal to 1d6 + half your spellblade level.
  • Spiritual Insight. Whenever you deal damage with any spellblade spell, you can rerroll a number of damage die equal to your intelligence modifier (minimum 1). You must use the new roll.
  • Tormenting Strike. Once per turn when you deal damage with a weapon attack, you can inflict 1d6 + half your spellblade level as bonus psychic damage.

Whenever you reduce a creature to 0 hit points, you can use your reaction to expend one spell point to absorb part of the creature's soul, receiving a spirit shard.

If you ever lose your spirit phylactery, you can imbue another amulet after a 1 hour ritual.

Ghost Walking Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Ghost Walking Spells table. These spells count as spellblade spells for you, but they don't count against the number of spellblade spells you know.

Ghost Walking Spells
Spellblade Level Spell
2 Dissonant Whispers, False Life
5 Blur, Spiritual Weapon
9 Spirit Shroud, Speak With Dead
13 Compulsion, Phantasmal Killer
17 Hold Monster, Mislead

Spirit Sight

Starting 6th level, you are able to peer into the ethereal plane. You are permanently considered under the effects of the "see invisivility" spell, but with a range of only 30 feet.

You're still vulnerable to darkness and blindness.

Grave Dancer

Starting 10th level, you are harder to kill. You now make your death saves with advantage, and whenever you fail a death save you regain 2 spell points.

Also, whenever a creature that you can see within 30 feet from you is reduced to 0 hit points, you can use a reaction to expend one spell point to create one spiritual shard. You can do this a number of times equal to your intelligence modifier (minimum 1), and recover the ability to do so when you finish a long rest.

Embodied Spirit

At 14th level, ghosts now consider you one of them. You are now immune to any attempt of possession, as well as the charmed condition.

Also, you gain the ability to cast the Charm Monster spell spending 5 spell points and 1 spirit shard. If the creature fails it's saving throw, the effect remains for a number of hours equal to your intelligence modifier (minimum 2).

You can use this feature once, and recover the ability to do so when you finish a long rest.

Spellblade Dogma: Iron Dancing

Traveling actors, jugglers and tricksters, magi of this strange path believe in freedom and pleasure. They know how to channel fey magic to make their lives easier, and battles but trivial events. These magi train in pairs under the supervision of a single master, and they have been seen in groups of up to 5 masters with their respective disciples, traveling across the cities and the feywilds, learning the origins of their powers.

Dogma Basics

When you choose this school at 1st level, you gain proficiency in one of the following skills of your choice: Allure, Deception, Insight, Performance or Persuasion.

Also, you learn the Friends cantrip. It counts as spellblade spell for you.

Finally, you learn how to read, speak and write in Sylvan.

Expert Manipulator

Also, at 1st level, having studied the ways of the fae, you have learned a trick or two. Starting 1st level, you can now add your intelligence modifier as a bonus to any Charisma (Deception, Performance or Persuasion) skill checks.

Also, you learn the Friends Cantrip, which counts as a spellblade cantrip for you but doesn't count against the total number of cantrips you know.

Iron Dancing Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Iron Dancing Spells table. These spells count as spellblade spells for you, but they don't count against the number of spellblade spells you know.

Iron Dancing Spells
Spellblade Level Spell
2 Charm Person, Dissonant Whispers
5 Hold Person, Mirror Image
9 Bestow Curse, Gaseous Form
13 Confusion, Freedom of Movement
17 Geas, Seeming

Beguiling Enchanter

At 10th level, when you hit a creature with an attack made with a spellblade weapon, you can cast any spellblade spell of the enchantment school with a casting time of 1 action against it as a bonus action.

You can use this feature once between short or long rests.

Noble Bearing

At 14th level, you learn how to channel your inner magic and become a feylike creature yourself.

Using a bonus action, you can spend 5 spell points, your body becomes flawless and beguiling. As a result, you gain the following traits:

  • You gain temporary hit points equal to your spellblade level + your intelligence modifier.
  • Enemies targeting you with attacks must succeed on a wisdom saving throw against your spell DC or have disadvantage on every attack until the beginning of your next turn.
  • You gain advantage on all Persuasion, Deception and Intimdiation checks.
  • You are immune to shapechanging effects.

This effect lasts 1 minute, or until you become unconscious, die, or use a bonus action to end it. You can use this feature once, and recover the ability to do so when you finish a long rest.4

Spellblade Dogma: Malediction

Created by defector crusaders, these magi, also named abyss walkers, use the corrupted and chaotic energy of the abyss to cripple, curse and destroy their enemies. Maledictors train in groups of one mentor and two disciples, and when the moment comes, the disciples have to battle and kill the other. The winner of the fight is then declared a maledictor, and is expected to bear a new disciple in time. Then they are free to seek their only believe: power.

Dogma Basics

When you choose this school at 1st level, you gain proficiency in the Intimidation skill.

Also, you learn the Infestation cantrip. It counts as spellblade spell for you.

Finally, you you learn how to speak, read and write in Abyssal.

Debilitating Curse

Starting 1st level when you first choose this subclass, you learn to inflict curses upon your enemies. The strength of the curse depends on your curse potency (as per the following table). Once per turn when you hit a creature with a melee spellblade weapon attack, you can decide, as part of the same attack, to aplly one of the follwoing curses to it:

  • Curse of Babbling. Your enemy subtracts your curse potency from the DC of its next spell or ability that requires its target (or targets) to make a saving throw.
  • Curse of Fragility. Your enemy subtracts your curse potency from its Armor Class against all your melee attacks until the ending of your next turn.
  • Curse of Inaccuracy Your enemy gets a penalty to all attack rolls equal to your curse potency.
  • Curse of Rotting. Your enemy receives a number of d8s equal to your curse potency as necrotic damage the next time you inflict damage against it.
  • Curse of Vulnerability. Your enemy subtracts your curse potency from its saving throw against your next casted spellblade spell.
  • Curse of Weakness. Your enemy subtracts a numbers of d8s equal to your curse potency from its next attack damage roll, down to a minimum of 0.
Spellblade Level Curse Potency
1 1
2 1
3 1
4 2
5 2
6 2
7 3
8 3
9 3
10 4
Spellblade Level Curse Potency
11 4
12 4
13 5
14 5
15 5
16 6
17 6
18 6
19 7
20 7

All curses remain for up to 1 minute, until the condition triggers or when you curse another target. A creature cannot be cursed more than once by you, and receiving a new curse removes the first one. You can curse creatures a number of times equal to your Intelligence modifier (minimum 1), recovering all used charges when you finish a long rest.

Maledictor Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Malediction Spells table. These spells count as spellblade spells for you, but they don't count against the number of spellblade spells you know.

Malediction Spells
Spellblade Level Spell
2 Bane, Hex
5 Heat Metal, Ray of Enfeeblement
9 Bestow Curse, Vampiric Touch
13 Elemental Bane, Staggering Smite
17 Enervation, Infestation

Miss Ill-Fortune

By 6th level, you gain advantage on saving throws against curses and curse-like spells. If a spell generates a curse-like effect and it doesn't allow for a saving throw (like the hex or hunter's mark spells), then you can make a charisma saving throw (without advantage) against the caster's spell DC, negating the spell on a success.

Contagious Malediction

At 10th level, your curses become contagious. When you reduce to 0 hit points an enemy afflicted by one of your curses, you can use your reaction to curse another creature within 10 feet of the original target without expending a use of your debilitating curse feature.

Edge of Doom

At 14th level, you have learned to infuse your weapons with pure abyssal energy. Now, the time that your curses lingers on it's target is increased to 10 minutes.

Whenever you curse a target you can now expend 2 spell points to force it to make a charisma saving throw against your spell DC. On a failure, your curse potency is considered one higher for that curse.

Spellblade Dogma: Shadow

Long ago, some magi realized that the shadowfell could be exploited and studied, and they allowed it to touch their souls, creating this school. These spellblades, known as shadow magi, train only those they deem worthy, inviting worthy disciples and rejecting any requisition of training, as shadows should find you, not the other way. Shadow magi train with a single master, and when the student is ready, it is tasked with finding a worthy disciple, becoming then true masters. Shadow magi are known to be efficient assassins, and they only believe on following their desires.

Dogma Basics

When you choose this school at 1st level, you gain proficiency in the Stealth skill.

Also, you learn both the Draining Shadows* and Mage Hand cantrip. They count as spellblade spells for you.

When you use your mage hand in dim light or darkness, it is invisible.

Night Dweller

Starting 1st level, your continual exposition to shadow energy has altered your body. As a result, you now can choose to hide yourself even when only lightly obscured. Also, you gain darkvision up to a range of 120 feet.

Shadow Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Shadow Spells table. These spells count as spellblade spells for you, but they don't count against the number of spellblade spells you know.

Shadow Spells
Spellblade Level Spell
2 Cause Fear, Hex
5 Darkness, Silence
9 Blink, Summon Shadowspawn
13 Evard's Black Tentacles, Phantasmal Killer
17 Contagion, Enervation

Eyes of the Stalker

At 6th level, your eyes have been infused with shadow magic, and your darkvision now allows you to see even in magical darkness.

Shadow Dweller

At 10th level, you have learned to use shadows to better suit your attacks. Once per turn, when you make a melee weapon attack against a creature in dim light or darkness, you add your intelligence modifier (minimmum 1) to the attack roll.

Nightmare Step

Starting 14th level, you have mixed yourself into shadows have deeply merged with shadows. On your turn when you use your action to cast a spellblade spell of 1st or higher level that targets a single creature, you can use a bonus action to spend 2 spell points to teleport up to 30 feet to any unoccupied space around it. Then you can make a melee weapon attack against it as part of the same bonus action.

Spellblade Spell List

1st Level
  • Absorb Elements
  • Burning Hands
  • Cause Fear
  • Color Spray
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Feather Fall
  • Frost Fingers
  • Gift of Alacrity
  • Ice Knife
  • Identify
  • Jump
  • Longstrider
  • Magic Missile
  • Searing Smite
  • Shield
  • Tasha's Caustic Brew
  • Thunderous Smite
  • Thunderwave
  • Wrathful Smite
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Continual Flame
  • Darkness
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Flame Blade
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Levitate
  • Melf's Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Phantasmal Force
  • Pyrotechnics
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Snilloc's Snowball Storm
  • Tasha's Mind Whip
  • Warding Wind
3rd Level
  • Blinding Smite
  • Conjure Barrage
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection from Energy
  • Pulse Wave
  • Sending
  • Slow
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Vampiric Touch
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Arcane Eye
  • Banishment
  • Confusion
  • Control Water
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Ice Storm
  • Mordenkainen's Faithful Hound
  • Phantasmal Killer
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Banishing Smite
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Enervation
  • Far Step
  • Flame Strike
  • Immolation
  • Mislead
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Force
  • Wall of Stone

Warlock

Warlocks are well known for the community, loved and appreciated as an edgy class with lots of roleplaying potential. The class is pretty efficient as it is, but my intention, as well as with other classes, is making it less relying on short rests, rebalancing it to cope with groups with many non short rests classes, as well as giving more options for customization. Finally, i rework the worst warlock subclass: The Undying, and add otherwordly patron features for 20th warlock level.

Class Features

Hit Points

  • Hit Dice: 1d8 per Warlock level
  • Hit Points at 1st Level: 8 + Your Constitution modifier
  • Hit Points at Higher Level: 1d8 (or 5) + your Constitution modifier per warlock level after 1st.

Proficiencies

  • Armor: Light armor, bucklers.
  • Weapons: Simple Weapons, revolvers.
  • Tools: None.
  • Saving Throws: Wisdom and Charisma or Intelligence
  • Skills: Choose four from Appraise, Arcana, Composure, Deception, History, Insight, Intimidation, Investigation, Nature, Occultism, Religion and Science.

Equipment

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

  • (a) any simple weapon
  • light crossbow and 20 bolts or (b) a revolver and 20 bullets
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Gambeson and two daggers
Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Limit Eldritch Gifts
1st +2 Otherworldly Patron, Pact Magic 2 1 1st
2nd +2 Eldritch Blast (1), Eldritch Gifts 2 2 1st 1
3rd +2 Pact Boon 2 3 2nd 1
4th +2 Ability Score Improvement 3 4 2nd 2
5th +3 Eldritch Blast (2) 3 5 3rd 2
6th +3 Otherworldly Patron Feature 3 6 3rd 3
7th +3 Mana Recovery 3 7 4th 3
8th +3 Ability Score Improvement 3 8 4th 4
9th +4 Agonizing Blast 3 9 5th 4
10th +4 Otherworldly Patron Feature 3 10 5th 5
11th +4 Eldritch Blast (3), Mystic Arcanum (6th level) 4 11 5th 5
12th +4 Ability Score Improvement 4 11 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 5th 6
14th +5 Otherworldly Patron Feature 4 12 5th 7
15th +5 Mystic Arcanum (8th level) 4 13 5th 7
16th +5 Ability Score Improvement 4 13 5th 8
17th +6 Mystic Arcanum (9th level) 4 14 5th 8
18th +6 Eldritch Blast (4) 4 14 5th 9
19th +6 Ability Score Improvement 4 15 5th 9
20th +6 Eldritch Champion 4 15 5th 10

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, 14th and 20th level.

Pact Magic

Your arcane research and the magical essence bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

You can change one of your warlock cantrips when you reach a new level in the warlock class.

Mana Points

Your patron has granted you a limited amount of magical essence known as mana. You have a pool of this energy represented by a number of points equal to your warlock level known as mana points. This energy can be used by you to cast any of your Warlock spells. To cast one of these spells, you must spend a number of mana points equal to the spell's level, up to your spell slot limit, as per the Warlock table.

You recover all expended mana points whenever you finish a short or long rest.

Spells Known of 1st Level and Higher

You know one 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice. Each of these spells must be of a level for which you can cast, using the Spell Limit column on the class table.

For example, when you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose any number of warlock spells you know and replace them with another spells from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

When you get this feature at 1st level, you choose your spellcasting ability between Charisma and Intelligence. The patron you choose affects such ability, as it represents the way that you approached your patron and how you channel it's magical teachings. Some patrons may directly imbue with raw power, that you then must tap using your own willpower (charisma), while others might impart their knowledge directly into your mind, granting you the ability to cast spells trough comprehension of such secrets (intelligence).

You use the ability score whenever a spell refers to your spellcasting ability. In addition, you use your selected ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence or Charisma modifier

Spell attack modifier = your proficiency bonus +

your Intelligence or Charisma modifier

Spellcasting Proficiency

When you choose a spellcasting ability, you also become proficient in saving throws associated with such ability.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Demanding Patron

On Abbeorht, patrons demand as much of their warlock as gods themselves, and thus, a warlock can lose it's source of power if it's patron decides that such creature no longer serves its purposes. A patron can block or weaken certain spells or abilities from it's warlock, but this is a demanding task, even for the most powerful of creatures. Some patrons might work tirelessly, trying to reabsorb the power invested on an agent, but such occurrence is extremely rare, and is just temporary. Finally, some prefer to simply wipe out the pests that they have created, sending agents to hunt the warlock gone rogue.

When a warlock is castigated by its patron, it loses access to all spells and subclass features, but eldritch gifts, eldtrich blast and proficiencies are still usable by the weakened warlock.

A warlock can work for forgiveness, or search for a new patron, maybe an enemy of his former patron...

Eldritch Blast

At 2nd level, your patron has granted you the ability to produce a beam of magical force to damage your enemies. This is known as an eldritch blast, and has the following features:

  • To create it, you must have a free hand and use your action to target a creature within 120 feet from you.
  • You make a ranged spell attack with it using your spellcasting ability for the attack roll.
  • It inflicts 1d10 force damage on a hit.

You can create additional beams when using this feature as part of the same action as you gain levels in the warlock class. You create 2 eldritch blast beams at 5th level, 3 beams at 11th level and 4 beams at 18th level. Each blast requires an individual attack roll.

Eldritch Gifts

Though either your study of occult lore or the influence of your patron (or both), you have unearthed Eldritch Gifts, fragments of forbidden knowledge and strange abilities that imbue you with an abiding magical ability.

At 2nd level, you learn an eldritch gift of your choice. You gain additional invocations of your choice every other warlock level you gain, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following 9 features of your choice.

You can change your Pact Boon option whenever you gain a level in the warlock class.

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. 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.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack.

Pact of the Chalice

Your patron grants you a magical vessel that allows you to create restorative liquids. As an action, you can create a Pact Chalice in an empty hand. When summoned, it takes the form of a tiny object of your choice that is capable of holding liquids, and it grants you the benefits listed below:

  • You can use it as a spellcasting focus for warlock spells.
  • It counts as both a herbalism supplies and a set of alchemist's supplies. Whenever you use it as such you can add your proficiency bonus to the roll. If it already has your proficiency bonus, it is doubled instead.
  • You or any creature of your choice can drink from the vial, even if it's empty. The creature that drinks from it recovers a number of hit points equal to 2d4 + your Warlock level. You can do so a number of times equal to your spellcasting ability modifier (minimum once) and recover all expended uses when you finish a long rest.

Your Pact Chalice disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your Chalice (no action required), or if you die.

Pact of the Flute

Your patron lends you a magical flute (or any other portable instrument of your choice) that grants you proficiency in the Performance skill. You are considered proficient with such instrument, and your proficiency bonus is doubled for rolls made to play it.

Also, you can use it as a spellcasting focus for your Warlock spells.

Finally, you learn a bard cantrip of your choice. It counts as a warlock cantrip for you, but doesn't counts towards the total number of cantrips you know. You can replace this cantrip fro another of the same spell list whenever you finish a long rest.

Your Pact Flute disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss it (no action required), or if you die.

Pact of the Key

You get a strange key that allows you to open virtually all locks. They count as a set of thieve's tools for you. You are considered proficient with it, and your proficiency bonus is doubled for rolls you make with it.

Moreover, while you have the key on your possession, you have advantage to avoid being grappled or restrained.

If you ever lost the key, you can conduct a one hour long ritual to create a new one. The key banishes into nothing when you create a new key or if you die.

Pact of the Mask

You requested your patron an artifact to cover your identity, and you received a mask from it. The mask is made of a material related to your patron, and it's appearance is determined by you every time you create a new one.

You can don or doff the mask as a bonus action, and while you're wearing it, you have the following advantages:

  • You have advantage on saving throws against the charmed, frightened and possessed conditions.
  • Attempts to discern your identity or track you have disadvantage.
  • Creatures who discover your true identity while wearing the mask must succeed on a Wisdom save against your spell DC or immediately forget said information. Those who have seen you put on the mask are immune to this feature.

You can conduct a one hour long ritual to replace your mask if you want to change it's appearance or if you lose it. The mask banishes when you create a new one or if you die.

Pact of the Shield

Your patron wants you alive, so it has given you a magical shield. The shield appears on your hands and is a standard shield with the appearance of your choice. You're considered proficient with it. While wielding it, you can cast your warlock spells as if the hand were free.

You can transform one magic shield into your pact shield by performing a special ritual while you hold the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can’t affect an artifact or a sentient shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it.

Additionally, you learn the shield spell, it doesn't count against your number of spells known.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to half your warlock level (rounded up), and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Improvement

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

Mana Recovering

By 7th level, your patron has rewarded your loyalty with additional knowledge. Now, whenever a creature succeeds on its saving throw against a warlock spell for which you spent mana points, you can use your reaction to recover all the invested mana points on the spellcasting.

You can do so a number of times equal to your spellcasting ability modifier (minimum 1), and recover all epxended uses when you finish a long rest.

Agonizing Blast

Starting 9th level, when you use your Eldritch Blast feature, you add your Spellcasting ability modifier as a bonus to its damage rolls.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

You can replace any of your mystic arcanums after finishing a full rest.

Eldritch Champion

Starting 20th level, your patron grants you access to magical secrets, allowing you to tap into an apparently endless font of magic. Choose a 1st level spell from your Warlock known spells. You can cast it at will without spending mana points as a 1st level spell. You can change this spell whenever you finish a long rest.

You can also replace any of your known warlock cantrip and spells when you finish a full rest.

Also, you can now change your Eldritch Gifts and Pact Boon whenever you finish a full rest. All eldritch gifts you know that depend on a lost pact boon are also immediately lost, but can be immediately replaced by others of your choice.

Eldritch Invocations

Animated Party

Prerequisite: 11th level, Pact of the Flute feature

You can cast the Animate Objects spell once without spending mana points and without material components. You regain the ability to do so when you finish a long rest.

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending mana points or material components.

Armor Secrets

You gain proficiency with medium armor and shields.

Ascendant Step

Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Aspect of the Moon

Prerequisite: Pact of the Tome feature

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Bastion

Prerequisite: 9th level, Pact of the Shield feature

You can cast the Arcane Aegis spell once, and recover the ability to do so once you've finished a long rest.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bestial Nature

Prerequisite: The Ancient Beast Patron

You become able to leech more power from your patron, being able to choose one additional option of the Bestial Gift trait. You can choose this invocation twice, gaining a different option with each option.

Bewitching Whispers

Prerequisite: 7th level

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

Blood Sacrifice

As a bonus action, you can sacrifice a number of hit dice equal to the level of your Pact Magic spell slots to recover one slot. Once you use this ability, you may not do so again until you complete a long rest.

Bond of Loyalty

Prerequisite: Pact of the Chain Feature

Whenever you're within 100 feet of your familiar and receive damage from any source you can see, you can use your reaction to instead mystically transfer all damage to your familiar. If it is reduced to 0 hit points, any residual damage is dealt to you.

Bond of the Talisman

Prerequisite: 12th level, Pact of the Talisman feature

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Bonding Ceremony

Prerequisite: 5th level, Pact of the Chalice feature

You can give your chalice to two willing willing creatures to ceremoniously drink from it, casting the Blood Bond* spell between them.

This casting of the spell requires no concentration on your part.

You can do so only once between short or long rests.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Boon of the Nahual

Prerequisite: 5th level, The Ancient Beast or Primal Spirit Patron

Your patron has granted you the ability to shapechange into an animal. As an action, you can now transform your body into that of any beast of your choice with a CR equal to 1/5 your Warlock level, rounded down. This ability works like a druid's wild shape.

You can use this trait once between long rests. You can choose this invocation multiple times, gaining an additional use of this trait each time.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Cloak of Flies

Prerequisite: 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

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

Demivault

Prerequisite: Pact of the Key feature

The key your patron granted you can be used to access to your own personal demiplane. It can be opened or closed as an action turning the key in the air to open a door that allows you to retrieve or store an object at a time. It has the following features:

  • It has a space of 4x4x4 feet (64 cubic feet).
  • Items stored inside it cannot have a volume higher than 5 cubic feet.
  • It has no air and cannot sustain life.
  • If you die or lose this Eldritch Gift or Pact Boon, all its contents are suddenly expelled from your hands or mouth.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level

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

Eldritch Blade

Prerequisite: 3rd level, Pact of the Blade Feature

When you attack with your pact weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot or material components.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Steed

Prerequisite: 7th level

Your can cast the phantom steed spell once whitout spending a spell slot. You can do so only once between long rests.

Eldritch Spear

The range of your Eldritch Blast feature increases to 300 feet.

Elemental Master

Choose a damage from the following list: acid, cold, fire, lightning, necrotic, poison or radiant. Whenever you cast a warlock cantrip or spell that deals that type of damage, you can add once your spellcasting ability modifier to the damage roll of such spell if it doesn't already adds it.

Enchanting Melody

Prerequisite: Pact of the Flute feature

You can cast the Animal Friendship spell at will.

Eyes of the Rune Keeper

You can read all writing.

Far Scribe

Prerequisite: 5th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

Fate on the Water

Prerequisite: Pact of the Chalice feature

If you fill your pact chalice with water or any other liquid, you can cast the Augury spell without spending mana points or requiring other material components. You can do so a number of times equal to your spellcasting ability modifier (minimum 1), and recover all expended uses when you finish a long rest.

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components. You can do so a number of times equal to your spellcasting ability modifier (minimum 1), and recover all expended uses when you finish a long rest.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

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

Gift of the Depths

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching it.

Grasp of Hadar

Once on each of your turns when you hit a creature with your Eldritch Blast feature, you can move that creature in a straight line 10 feet closer to yourself.

Greedy Eye

Prerequisite: Pact of the Key feature

Your patron's compulsions have as well influenced your mind. You now automatically know the value of any jewels, coins, gems and art items that you can see within 10 feets from you with a price up to five times your warlock level.

Hypnotizing Gaze

Prerequisite: Pact of the Mask feature

While you're wearing pact mask you may cast either the Charm Person spell or the Cause Fear spell once without spending mana points or material components. You can do so only once, and recover the ability to do so when you finish a long rest.

Impregnable Fortress

Prerequisite: 9th level, Pact of the Shield feature

You add the Otiluke's Resilient Sphere spell to your list of known spells, but it doesn't count s towards the total number of spells you know. It counts as a warlock spell for you, and can cast it without requiring material components.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Infused Blast

Your patron's magic seeps into your Eldritch Blast, allowing you to deal a type of damage associated to it instead of force damage, while also increasing the damage size to 1d12.

Otherwordly Patron Table
Otherwordly Patron Damage Type
Ancient Beast Magical Slashing
Archfey Psychic
Archmage Choose One
Celestial Radiant
Coven Necrotic
Elder Dragon According to Dragon Patron Table
Elemental Lord: Air Thunder
Elemental Lord: Earth Magical Bludgeoning
Elemental Lord: Fire Fire
Elemental Lord: Water Acid
Fathomless Cold
Fiend Fire
Forest Guardian Poison
Frozen One Cold
Genie According to Elemental Gift Trait
Great Old One Psychic
Hexsmith Magical Slashing
Machine Lightning
Norn Necrotic
Primal Spirit Magical Slashing
Undead Necrotic
Undying Magical Piercing
Warmonger Magical Slashing

Investment of the Chain Master

Prerequisite: Pact of the Chain feature

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Irresistible Musician

Prerequisite: Pact of the Flute feature

You have advantage on Charisma checks against creatures charmed by you.

Lance of Lethargy

Once on each of your turns when you hit a creature with your Eldritch Blast feature, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Spellcasting ability modifier (minimum 1).

Maddening Hex

Prerequisite: 5th level, Hex spell or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Spellcasting ability modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast Alter Self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

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

Mire the Mind

Prerequisite: 5th level

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

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

One with the Crowd

Prerequisite: Pact of the Mask feature

You can cast the Pass Without Trace spell without expending mana points or material components, targeting only yourself. The spell ends if you harm others or damage any object.

Otherworldly Leap

Prerequisite: 9th level

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

Otherwordly Lullaby

Prerequisite: Pact of the Flute feature

You can cast the Sleep without consuming mana points and playing your flute as a material component. The spell is casted as your highest possible spell level according to your spell limit column on the warlock class table. You can do so once between short or long rests.

Planar Key

Prerequisite: 15th level, Pact of the Key feature

You can cast the Plane Shift spell once without requiring material components just by turning your key in the air. Once you've done so, you cannot do it again until you've finished a full rest.

Portable Wall

Prerequisite: 11th level, Pact of the Shield feature

You can cast the Wall of Stone spell once without spending mana points and without requiring material components. You regain the ability to do so once you've finished a long rest.

Protection of the Talisman

Prerequisite: 7th level, Pact of the Talisman feature

When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Purification

Prerequisite: Pact of the Chalice feature

Any non magical drink that is poured in your pact chalice is affected by the Purify food and drink spell.

Ravenous Blade

Prerequisite: 13th level, Thirsting Blade Invocation, Pact of the Blade Feature

You now can attack thrice when you take the attack action with your pact weapon on your turn.

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

Relentless Hex

Prerequisite: 7th level, Hex spell or a warlock feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Restorative Waters

Prerequisite: 5th level, Pact of the Chalice feature

If you fill your pact chalice with clean water, you can make other creature drink from it as an action, casting the lesser restoration spell without consuming mana points nor other material components. The spell is casted as your highest possible spell level according to your spell limit column on the warlock class table. You can do so once between short or long rests.

Revealed Arcana

Prerequisite: Pact of the Tome Feature

You can choose a 1st-level spell of any class. You can cast that spell at it's base level whitout spending a spell slot once between short rests.

Safe Lock

Prerequisite: Pact of the Key feature

You can cast the Arcane Lock spell without requiring mana points or material components other than you key. You can have a number of active arcane locks equal to your spellcasting ability modifier (minimum 1), and casting a new one makes you choose one of the currently active locks to cease functioning.

Sculptor of Flesh

Prerequisite: 7th level

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

Shroud of Shadow

Prerequisite: 15th level

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

Sign of Ill Omen

Prerequisite: 5th level

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

Spell Master

Prerequisite: 18th level, The Archmage Patron, Pact of the Tome Feature

You can choose a 1st-level wizard spell and a 2nd-level wizard spell. You can cast those spells at their lowest level without expending a spell slot.

Superior Pact Weapon

Prerequisite: 9th level, Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Thief of Five Fates

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

Terrorizing Visage

Prerequisite: 9th level, Pact of the Mask feature

You add the Nightmarish Visage* spell to your list of known spells, but it doesn't count s towards the total number of spells you know. While wearing your pact mask, you can throw it as part of the spellcasting to provide the material component of it, returning to your face once the spell has taken effect. Your face is blurry to all creatures seeing your face if you do so, as if you haven't taken off your mask.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can replace one of your weapon attacks with an eldritch blast attack roll.

Thornwall

Prerequisite: 5th level, Pact of the Shield feature

The bonded or created shield grows magical thorns that deal damage according to the shield type as per the armor table. sCreatures that hit you with melee attacks receive 1 roll of the shields damage die.

Thousand Masks

Prerequisite: 12th level, Pact of the Mask feature

You can cast the Seeming spell on yourself once without spending material components nor mana points. You regain the ability to do so when you finish a long rest.

Tomb of Levistus

Prerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

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

Trickster's Escape

Prerequisite: 7th level

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

Ultimate Pact Weapon

Prerequisite: 15th level, Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Undying Servitude

Prerequisite: 5th-level

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

Visions of Distant Realms

Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence.

Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

New Subclasses

Gods in Abbeorht aren't like those of other worlds: they were created fixed to their portfolios, and thus, neither mortals nor other gods can claim such powers, even if the god "dies". This has affected powerful entities that crave godhood, but they will never be able to reach divinity... Or will they? Anyway, these powerful creatures are able to grant power to mortals, falling into one of 20 different "types" of patrons. Different beings can grant different types of pacts to their servants, according to what they might need them to do.

Otherwordly Patron: The Ancient Beast

You have made a pact with an ancient bestial creature, a being of prime essence. These beasts sometimes are contacted by mortals, who ask their favor and power in exchange of favors, tasks and missions. As a result, those who undergo in a pact with these creatures gain the bestial abilities for survival and hunt of those patrons, changing their bodies forever, as the savage essence of their patrons leaks into their mortal self.

Some creatures known for granting these kind of pacts are Remnis, the great lord of eagles; Harkon Lukas, the loup garou darklord of Kartkass; Neifion, the unseelie archfey lord of bats; and some demons like Pazuzu, lord of air creatures or Baphomet, lord of the beasts, as well as any other powerful creature associated with savagery like ancient therianthropes or even residents of the Beastlands.

Expanded Spell List

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

Ancient Beast Expanded Spells
Warlock Level Spell
1 Animal Spy*, Beast Bond
3 Beast Sense, Revive Beast*
5 Conjure Animals, Haste
7 Dominate Beast, Giant Insect
9 Commune with Nature, Insect Plague

Animal Tongues

Starting 1st level your patron grants you the insight to be able to better communicate with animals. You gain proficiency in the Animal Handling skill if you don't already have it, and you can now add your spellcasting ability modifier as a bonus to any Wisdom (Animal Handling) check you make.

Bestial Gift

Also at 1st level, your body has begun to be affected by your patron's essence. Choose one of the following options:

  • Bestial Adaptations. Your walking speed increases by 10. You also gain a swimming or climbing speed (your choice) equal to your walking speed.
  • Beast Senses. You gain darkvision up to 120 feet. You also become proficient in the Perception skill.
  • Sharp Claws. You grow long retractable natural claws that deal 1d6 slashing damage and have the light and finesse properties. Your natural weapons can be retracted or exposed as a bonus action. You can choose the Thirsting Blade invocation even if you don't choose the pact of the blade. If you do so, your claws become magical for purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Your body suffers slight changes that resemble these options (such as growing bigger calves, your eyes becoming yellow or your hand bones and tendons thicker).

You gain a second option at 6th warlock level. Once you've chosen an option, you cannot later change it.

Predator's Gift

Starting 6th level, your body reacts quickly. On your first turn after initiative roll, you gain 10 feet of movement speed, don't provoke attacks of opportunity and can make one additional melee attack if you take the attack action on your turn.

If you instead use your action to cast a spell, you can make a single melee attack as a bonus action.

Boon of the Nahual

Starting 10th level, your patron's essence further enhances your physique. You now add half your spellcasting ability modifier (rounded down) to all your Constitution, Dexterity and Strength saving throws.

Hybrid Form

Starting 14th level, your patron grants you it's ultimate blessing. Now, you can use a bonus action to transform into an horrendous creature that resembles a therianthrope associated with your patron's nature, a hybrid form between mortal and beast. You gain the following traits

  • You gain twice your warlock level as temporary hit points.
  • When you take the attack action with your natural weapons, you now make one additional attack roll with them.
  • You grow terrible fangs that deal 1d8 piercing damage. You can use a bonus action to attack with them.
  • Your natural weapons deal additional damage equal to your spellcasting modifier.
  • You become resistant to bludgeoning, piercing and slashing damage from non-silvered weapons.
  • You gain a +1 bonus to your AC.
  • You have advantage on Constitution, Dexterity and Strength checks and saving throws.
  • You are immune to polymorph effects.

This dreadful transformation remains for 1 minute, and you can end it early as a bonus action. You can use this feature once, and recover the ability to do so after you finish a long rest.

Otherwordly Patron: The Archfey

The lords of the feylords are cunning, manipulative, alien and magnificent creatures that sometimes find that their business extend to the lands of the mortals.

In such cases, these beings contact some (un)lucky individuals, proposing them a pact in exchange for their willing servitude, giving them a fraction of their god-like abilities.

Creatures known to grant these kind of pacts include Titania, the Queen of the Summer Court; Hyrsam the satyr bard and Prince of Fools; the mysterious and dangerous lord of crows Dubh Catha; as well as any other fey with a legitimate noble or royal title.

The following text replaces the PHB's subclass entry.

Expanded Spell List

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

Archfey Expanded Spells
Warlock Level Spell
1 Faerie Fire, Sleep
3 Calm Emotions, Phantasmal Force
5 Blink, Titania's Royal Command*
7 Dominate Beast, Greater Invisibility
9 Dominate Person, Seeming

Boon of the Courts

At 1st level, you gain proficiency in a single skill of your choice from the following list: Allure, Deception, Etiquette, Insight, Performance, Persuasion or Politics.

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC.

The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

Otherwordly Patron: The Archmage

The complexity of the arcane magic is, maybe, only fully comprehended by those that have reached the higher degree of mastery over the matter: archmages. These powerful wizards have spent centuries honing their abilities and knowledge, but sometimes however, some of them came to understand that are unable to do everything they need to, and thus, search for some thralls to command, infusing them with their magical proficiency.

Your patron can be any wizard that has achieved the title of archmage, such as Velsharoon, the lich lord or Hazlik, the darklord of Hazlan; Some beings can also grant this favor, like Mephistopheles, the Archdevil patron of magic; Baba Yaga, the mother of witches or even Shub-Niggurath, The Black Goat of the Woods with a Thousand Young.

Expanded Spell List

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

Archmage Expanded Spells
Warlock Level Spell
1 Detect Magic, Magic Missile
3 Arcane Lock, Nystul's Magic Aura
5 Counterspell, Fly
7 Mordenkainen's Private Sanctum, Stoneskin
9 Animate Objects, Wall of Force

Magician's Apprentice

Starting 1st level, you've learned more information from your patron. You gain proficiency in one skill of your choice from the following list: Arcana, Astronomy, Investigation, History, Nature, Occultism, Religion and Science.

Imbued Spell

At 1st level, you have been bestowed with a spell from your patron. Choose any 1st level spell from the wizard spell list. It counts as a warlock spell for you nonetheless. You can cast this spell once with a spell slot equal to your maximum warlock spell slot without spending one. You can only cast this spell in this way, and only once between long rests.

You can change this spell for another you can cast when you gain a new level in the warlock class.

Magical Acceleration

Starting 6th level, your mind has been improved by your patron.

You can accelerate the casting time of a spell. You can cast any warlock spell with a casting time of 1 action as a bonus action.

Once you've done so, you must finish a short or long rest before being able to do so again.

Antimagical Aegis

At 10th level, your patron has granted you enough magical knowledge for you to start to develop your own magical dogma. You can decide to add your spellcasting ability modifier to any saving throw against magic that doesn't benefit from your proficiency bonus. You must do so before rolling the saving throw.

You can do so once between short or long rests.

Wizardly Secrets

At 14th level, your patron has granted you knowledge of a new powerful spell. Choose any 6th level spell from the wizard spell list. You can cast that spell once whitout using a mystic arcanum use, and recover the ability to do so after you finish a long rest.

You can change such spell during a long rest.

Otherwordly Patron: The Celestial

While most people relate warlocks to evil or obscure creatures like fiends, elementals, undead or otherwordly quasi-divine beings, some of them serve to creatures that are actually benevolent.

Ranging from different realms across the upper planes, the powerful celestials that contact mortals to serve them usually grant them the opportunity to do so as a way of redemption or as a reward for their deeds.

Creatures known to grant these kind of pacts include the queen of the star court Morwel; Barachiel, the legendary celestial messenger of Mount Celestia; Talisid, the leonid great champion of the companions, and many other powerful inhabitants of the upper realms.

The following text replaces the XGtE's subclass entry.

Expanded Spell List

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

Celestial Expanded Spells
Warlock Level Spell
1 Cure Wounds, Guiding Bolt
3 Lesser Restoration, Ray of Divinity*
5 Daylight, Revivify
7 Guardian of Faith, Wall of Fire
9 Flame Strike, Greater Restoration

Bonus Cantrips

At 1st level, you learn the Light and Sacred Flame cantrips.

They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your spellcasting ability modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your spellcasting ability modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your spellcasting ability modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your spellcasting ability modifier.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your spellcasting ability modifier, and is blinded until the end of the current turn.

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

Otherwordly Patron: The Coven

Hags and other vile creatures know that the success of their ventures depends not only on themselves, but on the union (even if sometimes it isn't willing). Usually, some individuals might be driven towards some of these groups, known as covens, hoping to be invested with dark and superior powers. You are one of those fools, now bonded in service of a hag coven. Your patrons might be demanding, benevolent or even kind with you, but you must be wise to remember: you are a pawn in a bigger scheme.

Some creatures known to grant these knid of pacts are mainly hag covens, such as the one maintained by Lorinda, the green hag darklord of Tepest, or by Morgantha, the night hag living in Barovia.

Expanded Spell List

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

Coven Expanded Spells
Warlock Level Spell
1 Inflict Wounds, Ray of Sickness
3 Melf's Acid Arrow, Tasha's Mind Whip
5 Bestow Curse, Remove Curse
7 Mark of Termination*, Polymorph
9 Contagion, Insect Plague

Hex Caster

Starting 1st level, the members of the coven grant you the ability to hex your enemies. You learn the Hex spell. It counts as a warlock spell for you but doesn't counts towards the total number of spells you know.

Hag Eye

Also at 1st level, your patrons have granted you a magical eye that looks like a gemstone. The eye grants you the ability to communicate with your patrons, and they can see everything you do. While you keep the eye with you, you have advantage on saving throws to avoid being blinded.

As an action, you can replicate the effects of the arcane eye spell with the following changes:

  • The eye isn't invisible, but is covered by magic that grants disadvantage on skill checks to detect it.
  • It has an AC 13 + your proficiency bonus and a number of HP equal to your warlock level.
  • The eye originates from you.
  • The duration of the effect is reduced to 1 minute.
  • When the spell ends, the eye falls to the ground.

You can use the eye in this way a number of times equal to your spellcasting ability modifier (minimum 1), and recover all expended uses when you finish a long rest.

If you ever lose the eye, you can create another one after a one hour ritual during a long rest, requiring the eye of a humanoid and 50sp worth of rare oils.

Twisted Magicks

Starting 6th level, when you cast a warlock spell that deals acid, cold, fire, lightning or poison damage, you can exchange the type of damage for other of this list.

You can use this feature once, and can use it again after you finish a short or long rest.

Something Wicked This Way Comes

At 10th level the twisted magic of the coven has altered you, granting you a strange resistance to magic. When a spell that you can see being casted makes you roll a saving throw, you can decide to succeed automatically. You can choose so after rolling the dice but before knowing if it's a success or a failure.

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

Coven Leader

Starting 14th level, the leader of your coven patron has taught you how to draw power from other spellcaster. During a long rest, you can make a 1 hour long ritual with two (and only two) other willing spellcasters of your choice. When you're within 30 feet from one of them, you can use your action to cast a spell from it's prepared spells with a casting time of 1 action, using a warlock spell slot. It uses your spellcasting ability and counts as a warlock spell. You cannot use this feature if one of the bonded spellcasters is unconscious or dies. You can replace one of the spellcasters of your coven repeating the ritual during a long rest.

You can use this feature twice, and recover all expended charges when you finish a long rest.

Otherwordly Patron: The Elder Dragon

Mortals have always admired and feared dragons, magnificent and dangerous creatures that were directly related to the first chapters of Abbeorht's story. Since the war of dragons, mortals hold a grudge against these creatures, and the other way is also true. Despite this, some mortals seek the favor of ancient and powerful dragons, exchanging their freedom for power.

Almost any elder dragon (living or not) is able to grant these kind of powers to their followers, like the five ancient dragons members of the council of metallic dragons, or any other true dragon willing to lend you it's power.

Expanded Spell List

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

Elder Dragon Expanded Spells
Warlock Level Spell
1 Chromatic Orb, Command
3 Dragon's Breath, See Invisibility
5 Elemental Weapon, Protection from Energy
7 Leomund's Secret Chest, Mordenkainen's Private Sanctum
9 Bigby's Hand, Geas

Draconic Patron

At 1st level when you first choose this subclass, you must choose a dragon patron. Such patron determines future features that you will receive as you gain levels in the warlock class. Use the Dragon Patron table as reference.

Dragon Patron Table
Damage Type Dragon's Color
Acid Black, Copper
Cold Iron, Silver, White
Fire Brass, Gold, Red, Yellow
Lightning Blue, Bronze, Purple
Poison Green, Mercury

Draconic Magic

Starting 1st level, you learn a cantrip associated to your patron that counts as a warlock cantrip for you, but doesn't count towards the maximum amount of cantrips you know.

You also learn a new spell based on the color of your draconic patron. The Dragon Elemental Spells table indicates when you learn new spells. These spells counts as warlock spells for you, but doesn't count toward the total number of spells you know. You cannot change these spells.

Dragon Elemental Spells
Warlock Level Acid Cold Fire Lightning Poison
Cantrip Acid Splash Ray of Frost Firebolt Lightning Lure Poison Spray
1 Tasha's Caustic Brew Frost Fingers Burning Hands Thunderwave Ray of Sickness
6 Acidic Rain* Slow Fireball Lightning Bolt Stinking Cloud
10 Vitriolic Sphere Ice Storm Fire Shield Storm Sphere Sickening Radiance
14 Contagion Cone of Cold Immolate Far Step Cloudkill

Spell Breath

At 6th level, your patron's magic have infused your spells. When you cast a warlock spell that inflicts damage on an area using a spell slot, you now can change the damage type of the spell for that of your patron's. You can use this feature once between short or long rests.

Draconic Blood

Starting 10th level, your patron's magic have changed your body, giving you advantage on Charisma checks against dragons.

Also, You gain resistance to your patron's damage type.

Wyrm's Lair

When you reach 14th level, your patron's magic has not only changed your body, but also leaks around your physical form, influencing the area around you. You gain the ability to alter your surroundings as "lair actions" that use your spell DC whenever they need the target to make a saving throw. On initiative count 20 (losing initiative ties), you can make one of the following effects to happen without using your reaction.

  • Flashing Radiance. A flash of light resembling the color of your patron appears in the eyes of a creature of your choice that you can see within 60 feet from you in an attempt to blind it. The target must succeed on a dexterity saving throw, or get disadvantage on their next attack roll before the end of it's next turn. Creatures with special senses (like blindsight or tremorsense) can make attack rolls without disadvantage if they can use their special senses.
  • Hostile Environment. Energy leashes toward a creature of your choice that you can see within 60 feet from you, dealing 1d6 + your spellcasting modifier as damage of that of your patron (as per the Dragon Patron Table). The target should make a dexterity (for acid, fire and lightning) or constitution (for cold and poison) saving throw, receiving no damage on a success.
  • Treacherous Winds. A powerful wind charged with the wrath of your patron targets a creature that you can see within 60 feet from you, making it make a strength saving throw. On a failure, the creature is pushed 5 feet towards a direction of your choice without provoking attacks of opportunity.

You cannot use this feature while incapacitated, unconscious or unaware of your surroundings. If you're surprised, you cannot use this feature on your first turn.

Otherwordly Patron: The Elemental Lord

Some creatures are capable of controlling the elements with terrible ease: either for being pure manifestations of the element (like elementals), or thanks to a legitimate influence over it (like some archfeys or demons, among others).

You have made a pact with one of these creatures, demanding their control over the element it controls in exchange for your services as a mortal agent.

Some creatures known to grant these pacts to mortals are, obviously, the archomentals (both good and evil princesses); the frigid Queen of Air and Darkness; The Demon Lord Kardum, lord of Fire and Baelors; The Terrible Demon Lord Pazuzu, patron of all air creatures; as well as any other elder creature associated to the prime elements.

Expanded Spell List

The Elemental Lord lets you choose from an expanded list of spells when you learn a warlock spell. Every Elemental has a different list of spells. Those spell are added to the warlock spell list for you.

Air Elemental Lord Expanded Spells
Warlock Level Spell
1 Feather Fall, Fog Cloud
3 Gust of Wind, Warding Wind
5 Haste, Wind Wall
7 Greater Invisibility, Storm Sphere
9 Control Winds, Steel Wind Strike
Earth Elemental Lord Expanded Spells
Warlock Level Spell
1 Earth Tremor, Shield
3 Ground Spike*, Maximillian's Earthen Grasp
5 Erupting Earth, Meld into Stone
7 Stone Shape, Stoneskin
9 Transmute Rock, Wall of Stone
Fire Elemental Lord Expanded Spells
Warlock Level Spell
1 Burning Hands, Searing Smite
3 Aganazzar's Scorcher, Scorching Ray
5 Fireball, Flame Arrows
7 Fire Shield, Wall of Fire
9 Immolation, Inferno*
Water Elemental Lord Expanded Spells
Warlock Level Spell
1 Create or Destroy Water, Mage Armor
3 Drown*, Water Stream*
5 Tidal Wave, Wall of Water
7 Control Water, Watery Sphere
9 Bigby's Hand, Maelstrom

Gift of the Elements

Starting 1st level, your patron lends you an additional cantrip to use against your enemies. Chose one of the following:

Additional Cantrip
Element Cantrip
Air Air Bolt*, Gust
Earth Magic Stone, Mold Earth
Fire Control Flames, Ignite*
Water Shape Water, Water Whip*

Elemental Boon

Also at 1st level, you gain a especial ability, depending on your patron's nature.

  • Air's Agility. Your movement speed increases by 10. Also, you can now take the disengage action as a bonus action a number of times equal to half your warlock level (rounded up), and recover all expended uses when you finish a long rest.
  • Earth's Might. Your carrying capacity multiplier increases by 10. Also, you are no longer affected by difficult terrain made of earth, sand, mud, rock or other earth-like terrains.
  • Fire's Power. When you cast a warlock spell that deals fire damage, you can add your spellcasting ability modifier as a bonus to the damage.
  • Water's Mantle. You gain a swimming speed equal to your walking speed. Also, you can grant yourself temporary hit points equal to your warlock level + your spellcasting ability modifier (minimum 1) a number of times equal to half your warlock level (rounded up), and recover all expended uses when you finish a long rest.

Elemental Armor

Starting 6th level, you can weave the element of your patron around yourself to protect you. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your spellcasting ability modifier. You can use a shield and still gain this benefit.

Elemental Summoner

At 10th level, your connection to your patron allows you to conjure elemental servitors. You learn the Summon elemental spell. It counts as a warlock spell for you but doesn't counts towards the total number of spells you know. When you cast the spell, you can only summon an elemental associated to your patron's element. This elemental gains temporary hit points equal to your warlock level when you first summon it.

You can cast the spell without spending a spell slot once between long rests.

Elemental Form

Starting 14th level, your patron has granted you the ability to transform your body into a primal force of nature. As a bonus action, you can assume the form of an elemental associated to your patron, of a CR equal to 1/4 your warlock level (rounded down). The transformation lasts for up to 10 minutes, until your new form is reduced to 0hp or when you return to your form as a bonus action. While you're on this form, your creature type remains humanoid, and if you're reduced to 0 hit points, any remaining damage is dealt to your mortal form.

You can use this trait once, and recover the ability to do so when you finish a long rest.

Otherwordly Patron: The Fathomnless

There are things that inhabit the depths of the oceans, not only from the material plane, but also from other realms.

Those who contact the powerful rulers of the depths usually are offered a pact because they need agents to work on the surface. These creatures rarely accept a warlock, but those who are "blessed" by them gain the power of the sea to command.

Creatures known to grant these kind of pacts include the feared and evil Demon Lord known only as "the Queen of Chaos"; The demonic lord Dagon who rules over creatures of the depths; Ben Hadar, the good elemental prince of water; Other creatures include ancient krakes, dragon turtles and more alien unknown creatures from the depths.

The following text replaces the TCoE's subclass entry.

Expanded Spell List

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

Fathomless Expanded Spells
Warlock Level Spell
1 Create or Destroy Water, Thunderwave
3 Gust of Wind, Silence
5 Lightning Bolt, Sleet Storm
7 Control Water, Summon Elemental
9 Bigby's Hand (appears as a tentacle), Cone of Cold

Gift of the Sea

Starting 1st level, you gain a swimming speed equal to your walking speed, and you can breathe underwater.

Tentacle of the Deep

Also at 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .

You can summon the tentacle a number of times equal to half your warlock level (rounded up), and you regain all expended uses when you finish a long rest.

Oceanic Soul

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil

At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacles

Starting at 10th level, you learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Fathomless Plunge

When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

Otherwordly Patron: The Fiend

Maybe the most known creatures to undergo pacts and grant mortals boon in exchange for their services are fiends. These creatures are known for asking for the souls of mortals, but their warlocks usually exchange something else (depending on each fiend) in exchange for their abilities, usually a pact of servitude to avoid handing out their souls (and most probably giving other's souls to their patrons).

Creatures known to grant these kind of pacts include The chaotic and destructive prince of demons Demogorgon; the devil lord of secrets and information Dispater; Fraz-Urb’luu, the demon lord of deceptions; sometimes even powerful Yugoloths or even matriarchs among night hags can offer the pact, but is usually unwise to accept them...

The following text replaces the PHB's subclass entry.

Expanded Spell List

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

Fiend Expanded Spells
Warlock Level Spell
1 Burning Hands, Command
3 Blindness/Deafness, Scorching Ray
5 Fireball, Stinking Cloud
7 Fire Shield, Wall of Fire
9 Flame Strike, Immolation

Fiendish Knowledge

Starting 1st level, you learn to read, write and speak in either Abyssal or Infernal (your choice).

Also, you gain proficiency in either the Deception or Persuasion skill, your choice.

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your spellcasting ability modifier + your warlock level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

Otherwordly Patron: The Forest Guardian

Enormous walking trees that protect the land; beautiful dryads that charm and punish those who harm trees; secluded mortals that have learned the secrets of nature.

You have made a pact with one of these, or even an even more hermetic creature. Granted the ability to communicate with plants and command them, your patron expects you to protect the land and bring balance to the earth.

Some creatures known to grant these kind of contracts are Emmantiensen, the great archfey treant; Skerrit, the god of centaurs and satyrs; Iselore, the archdruid of Kuldahar in Icewind Dale; other creatures include powerful dryads, treants, and archdruids.

Expanded Spell List

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

Forest Guardian Expanded Spells
Warlock Level Spell
1 Animal Friendship, Entangle
3 Revive Beast*, Spike Growth
5 Awaken Plant*, Plant Growth
7 Grasping Vine, Guardian of Nature
9 Tree Stride, Wrath Of Nature

Druidic Lore

Starting 1st level, your patron has granted you knowledge and insight into the secrets of druidic circles. You learn the druidcraft cantrip and one other cantrip from the druid spell list of your choice.

These counts as warlock cantrips for you but doesn't count towards the total number of cantrips you know.

Friend of the Earth

Also at 1st level, you gain the ability to telepathically communicate with plants when you touch them. This communication is simple, usually related to what it has witnessed. You have advantage on any Charisma check to relate with plants. Not all plants will be willing to communicate with you thou.

You also learn how to speak, read and write druidic.

Nature's Bloom

Starting 6th level, you gain the ability to command nature to heal others. When a creature is within 30 feet of a living plant, you can use your action to make the plant share it's life force to such creature. The target is then healed by 1d8 + your spellcasting ability. If the target is poisoned, this effect also removes that condition.

You can use this ability a number of times equal to half your warlock level (rounded up), and recover all expended charges when you finish a long rest.

Bark and Roots

Starting 10th level, your patron has granted your body a higher resilience to better protect nature. You have a skin with slight bark-like features, that grant you the ability to calculate your AC as 10 + your Dexterity modifier + your spellcasting ability modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Also, if you're standing on earth like terrain (like mud, sand, dirt, clay, etc...), you gain temporary hit points equal to half your warlock level at the beginning of each of your turns if you're conscious.

Gift of Nature

At 14th level, your patron has lended you the ultimate secrets of druidism. Now, you can choose your mystic arcanum from the druid's spell list. Also, whenever you finish a long rest, you can exchange one of your mystic arcanums for another of the same level from the druid's spell list.

Otherwordly Patron: The Frozen One

You seeked the power of the ice, the ability to frost your enemies and survive even the relentless winters. As a result, you've made a pact with an otherwordly creature possessing the ability to control cold, bilzzards, freeze and winter at will. Your patron might ask different things from you, from protecting those in harsh and cold places, to extend tundra and ice all across the world.

Many creatures can grant these abilities, including the Prince of Frost, the bitter archfey; Levistus, the frozen archdevil; Father Llymic, the frozen elder evil; Cryonax the elemental prince of evil ice creatures; others creatures include silver and white dragons and frost giants.

Expanded Spell List

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

Frozen One Expanded Spells
Warlock Level Spell
1 Armor of Agathys, Ice Knife
3 Blur, Snilloc's Snowball Storm
5 Sleet Storm, Slow
7 Blizzard*, Ice Storm
9 Cone of Cold, Freeze*

Ice Knight

Starting 1st level, you gain proficiency with medium armor, shields (except tower shields), and martial weapons.

You also learn the Frostbite cantrip. It counts as a warlock spell but doesn't count towards the total number of cantrips you know.

Grasping Cold

Also at 1st level, your patron has granted you the ability to freeze those you harm. When you hit with a weapon or spell attack, you can choose to also deal cold damage equal to your spellcasting ability modifier. If you do so, the creature must make a strength saving throw against your spell DC.

On a failure, it becomes restrained until the beginning of your next turn. Once you have used this feature you cannot use it again until you have finished a short or long rest.

Frozen Spells

Starting 6th level, your patron has granted you the knowledge needed to alter your magic. Whenever you deal damage with a warlock spell, you can decide to deal cold damage instead.

You can use this feature a number of times equal to your spellcasting ability modifier, and recover all expended uses when you finish a long rest.

Winter Walker

At 10th level, your patron lends you it's freezing touch, gaining immunity to cold damage.

Also, your steps (and only your steps) create a slim layer of frost under your feet that deforst immediately once you separate your foot from the ground. This grants you the ability to walk over water, mud or quicksand as if walking over solid ground, and you are no longer slowed down by difficult terrain made of ice or snow.

Ice Block

Starting 14th level, you can encase a creature in pure and indestructible ice. You can frost a creature you can see within 60 feet of you. An unwilling creature must succeed in a strength saving throw, becoming completely frozen, being unable to move, attack or cast spells but being completely immune to all sources of damage and spells.

This effect remains for up to 1 minute, dispelled as a 7th level spell or if you end it early as a bonus action. At 17th warlock level it counts as an 8th level spell, and by 20th warlock level it counts as a 9th level spell. Once you use this feature, you cannot use it again until you've finished a long rest.

Otherwordly Patron: The Genie

While the archonmentals are the supreme rulers of the elemental planes, there are other creatures that also have a large degree of influence of influence and power across the inhabitants and domains of those planes. Among them, the most relevant are the genie lords, those who rule as sultans and kings on their own. They sometimes require the services of mortals, and lure them with promise of making their wishes come true.

Creatures known to grant these kind of pacts include the Efreeti merchant lord that names itself "The Fire Lord"; Nashil, the marid lord that serves the great king of pirates Arrath "Brineheart" Den Mektige; Ghassan Ab'lamas, the dao lord that commerces with slaves in the underdark; and the so called "Lord So'lal", a travelling djinn lord that grants wishes to mortals in exchange of their services.

The following text replaces the TCoE's subclass entry.

Genie Kind

When you chose this patron at 1st level, you must determine the nature of your patron. Choose from the following table or roll ad4 to randomly determine it.

Genie Kind Table
d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water

Your choice is permanent, and will determine many other features of this subclass.

Expanded Spell List

At 1st level, the Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.

Genie Expanded Spells
Warlock Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1 Detect Evil and Good Sanctuary Thunderwave Burning Hands Fog Cloud
3 Phantasmal Force Spike Growth Gust of Wind Scorching Ray Blur
5 Create Food and Water Meld into Stone Wind Wall Fireball Sleet Storm
7 Phantasmal Killer Stone Shape Greater Invisibility Fire Shield Control Water
9 Creation Wall of Stone Seeming Flame Strike Cone of Cold
17 Wish - - - -

Genie’s Vessel

Also at 1st level, your patron gifts you a magical vessel that grants you a measure of the genie's power.

The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

Genie's Vessel Table
d6 Vessel
1 Oil lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern

While you are touching the vessel, you can use it in the following ways:

  • Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
  • Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Elemental Gift

At 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sanctuary Vessel

At 10th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.

In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Limited Wish

At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

Otherwordly Patron: The Great Old One

When the far realm came into contact with our world, not only Abbeorht was invaded by the aberrations, but also the entire cosmos that surrounded this creation. Those creatures that lurk beyond the world are dangerous and so alien that even contemplating them at millions of miles can drive observers mad.

Despite that, many seek them for the promise of learning the unfathomable knowledge of countless worlds and how to "open their minds" to the truth.

Creatures known to grant these kind of pacts include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

The following text replaces the PHB's subclass entry.

Expanded Spell List

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

Great Old One Expanded Spells
Warlock Level Spell
1 Dissonant Whispers, Tasha's Hideous Laughter
3 Detect Thoughts, Phantasmal Force
5 Clairvoyance, Sending
7 Dominate Beast, Evard's Black Tentacles
9 Dominate Person, Telekinesis

Eldritch Lore

Also, at 1st level, you gain proficiency in a single skill of your choice from the following list: Arcana, Astronomy, History, Nature, Occultism, Religion or Science.

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron.

You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Otherwordly Patron: The Hexsmith

Deep in the most dangerous and forbidden places of the shadowfell, some creatures spend years creating different types of items, most of them weapons. Be it because they intend to use them or just grant them to "deserving" creatures, the real purposes of these beings is unknown. Some of them have freedom and do as they please in the realm of shadows, while others are slaved for their talent, and ask mortals for aid in exchange of their power.

Creatures known to grant these kind of pacts include the Rune Forger, an slaved entity that fuses metal and shadow together; The raven queen, a demigoddess daughter of Morrigan that inhabits the shadowfell; Hazlik, the exiled archmage that creates cursed weapons; and many more creatures of metal, shadow and flesh.

The following text replaces the XGtE's subclass entry.

Expanded Spell List

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

Hexsmith Expanded Spells
Warlock Level Spell
1 Bane, Wrathful Smite
3 Branding Smite, Heat Metal
5 Blink, Elemental Weapon
7 Phantasmal Killer, Staggering Smite
9 Banishing Smite, Steel Wind Strike

Forged Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your spellcasting ability modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields (except tower shields), and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your spellcasting ability modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

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

Armor of Hexes

At 10th level, your hex grows more powerful.

If the target cursed by your Forged Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you can spread your Forged Curse from a slain creature to another creature. When the creature cursed by your Forged Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Otherwordly Patron: The Machine

While the world of Abbeorht has technology, it isn't as advanced as that of other worlds across the multiverse, and despite, some beings made of metal instead of flesh with a vast intelligence far over that of mortals seem to exist in our reality. Some where created by the gods, by the outer planes or by deranged inventors, while others simply came to be and threaten the world and it's inhabitants.

Creatures known to grant these kind of pacts include the Primus, the governor of the plane of Mechanus; the so called "God Machine", an otherwordly entity made of metal from the far realm; Mechaniel, the strange angel made of metal that attempts to restart the world of Abbeorht.

Expanded Spell List

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

Machine Expanded Spells
Warlock Level Spell
1 Grease, Shocking Nails*
3 Conductive Flesh*, Heat Metal
5 Lightning Bolt, Summon Modrons*
7 Fabricate, Summon Construct
9 Animate Objects, Skill Empowerment

Gear Expert

Starting 1st level, you gain proficiency with tinker's tools and one other set of artisan tools of your choice.

Finally you learn the mending cantrip. It counts as a warlock cantrip for you, but doesn't counts towards the total number of cantrips you knwo.

Targeting System

Starting 1st level, your patron allows you to strike with high precision.

Once on each of your turns, when you make an attack roll as part of your action, you can add your proficiency bonus to the attack roll (or double it if the roll already adds it).

You can do so a number of times equal to half your warlock level (rounded up), and recover all expended uses when you finish a short or long rest.

Hack Space

By 6th level, your patron has granted you the knowledge of how to hack reality. When you make an attack roll or cast a warlock spell, you can double it's effective range.

You can instead use this feature to interact with objects that are within 10 feet from you as if you were touching them.

You can do so a number of times equal to half your spellcasting ability modifier (minimum 1), and recover all expended uses when you finish a short or long rest.

Dual Process

Starting 10th level, your patron has altered the way your mind works, aiding you to better plan and calculate your actions. You can spend a bonus action to take a second action immediately after your first action on your turn .

You must finish a short or long rest before being able to do so again.

Technovirus

At 14th level, you gain the ability to infect a humanoid’s body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one.

Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the Command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected.

Once you use this feature, you can’t use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a Lesser Restoration spell.

Otherwordly Patron: The Norn

Some creatures have an incredible ability: being able to peer the veil, to see the future and sometimes alter the destiny. You have been seen in one of these creature's visions, and, despite you knowing or not, have made a pact with one of them, granting you the power to alter the future (or maybe just make it happen).

Creatures known to grant these kind of pacts include Erathaol, the powerful Hebdomad seer; the elder evil known as Khirad, the star of secrets; Yog-Sothoth, the door and the key; and any other creature capable of seeing the future.

Expanded Spell List

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

Norn Expanded Spells
Warlock Level Spell
1 Comprehend Languages, Identify
3 Augury, Fortune's Favor
5 Clairvoyance, Remove Curse
7 Divination, Locate Creature
9 Commune, Legend Lore

Manipulate Fate

Starting 1st level, you gain the ability to alter the outcome of actions around you. Whenever a creature within 60 feet of you that you can see makes a saving throw, attack roll or ability check, you can use a reaction to roll 1d4. You can decide to add or subtract the result to the creature's roll. You can use this feature a number of times equal to your spellcasting ability modifier (minimum 1), and recover all expended charges when you finish a long rest.

The die becomes 1d6 at 6th level and 1d8 at 14th level.

Premonition

Starting 6th level, you are now able to foresee the immediate future. Now, you (and only you) can no longer be surprised while you remain conscious. Also, you now add your spellcasting ability modifier as a bonus to your initiative rolls.

Anticipation

At 10th level, your ability to peer into the future allows you to avoid grievous injuries. You gain proficiency in Dexterity saving throws.

Also, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can decide to instead take no damage if you succeed on the saving throw, and only half damage if you fail. You must decide so before making the saving throw. Once you use this feature, you cannot repeat until you've finished a long rest.

Omen

Starting 14th level, you can speak your patron's prophecy to creatures around you. As an action, you roll 4d20, and register the numbers, and then you issue a prophecy. That prophecy must be completed within the next minute, and during that time, whenever a creature you can see within 120 feet of you makes an attack roll, saving throw or ability check, you can choose to replace one of it's rolls for one of the d20s you rolled before. You can only affect a creature once per turn with this feature.

You can use this feature only once between long rests.

Otherwordly Patron: The Primal Spirit

Somehow, you have attracted the attention of a powerful primal spirit, a pure representation of nature. Maybe you're a member of a tribe that serves such spirit, a proficient hunter, or just stumbled upon it during your researches. Despite the way, you're now an agent of this spirit, and it wishes to use you to extend it's influence over the world.

Some known primal spirits include Gorthok, the thunder boar; Magnar, the great bear; Ouroboros, the world serpent; Mother Earth; and the Nine Trickster gods of Omu.

Expanded Spell List

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

Primal Spirit Expanded Spells
Warlock Level Spell
1 Animal Friendship, Animal Spy*
3 Bestial Fury*, Locate Animals or Plants
5 Conjure Animals, Speak with Plants
7 Dominate Beast, Spiritual Stampede*
9 Awaken, Wrath Of Nature

Totemic Patron

Starting 1st level, your patron grants you a boon related to it's nature. Choose one of the following.

  • Bat. You gain blindsight with a range of 10 feet while you're not deafened. Also, you can pick details and direction of particular sounds, and you're not fooled by echos or noises. You have advantage on perception checks relying on hearing.
  • Bear. You gain a +1 bonus to your AC while you're wearing no armor or only light armor (you can use a shield and still benefit from this bonus). Also, your carrying capacity multiplier increases by 10.
  • Buffalo. As a reaction, you can gain temporary hit points equal to your warlock level after receiving damage. Also, you gain proficiency in the Athletics skill.
  • Crow. You gain proficiency in two of the following skills of your choice: History, Insight, Investigation, Logic and Occultism. Also, you can use the help action in combat on any creature within 30 feet of you that can see and hear you.
  • Eagle. You gain proficiency in the Perception skill. Also, you gain the ability to take the dash action as a bonus action on each of your turns.
  • Elephant. You gain proficiency in the Insight skill. Also, when you attack an enemy with a melee weapon, you can decide to push the target 5 feet away from you. The target makes a Strength saving throw against your spell DC, being pushed on a failure. This movement does not provoke attacks of opportunity, and you can try to push a target only once per turn.
  • Elk. Your walking speed increases by 10 feet. Also, attacks of opportunity have disadvantage against you.
  • Fox. You gain proficiency in the Deception skill. Also, you can take the disengage action as a bonus action on each of your turns.
  • Raccoon. You gain proficiency in the Stealth and Survival skills. Also, you gain proficiency with thieve's tools.
  • Serpent. You learn the poison spray cantrip. It counts as a warlock spell for you but doesn't counts towards the total number of cantrips you know. Also, you gain proficiency with poisoner's supplies.
  • Shark. You gain a swimming speed equal to your movement speed. Also, you add half your proficiency bonus (rounded down) as a bonus to your attack rolls against creatures that are below half it's hit points.
  • Spider. You gain proficiency with weaver's tools and mason's tools. Also, you gain climbing speed equal to your walking speed.
  • Tiger. You double your long jump and high jump distance. Also, you gain advantage on saving throws against being frightened.
  • Tortoise. You gain proficiency in the History and Nature skills. Also, you have advantage on saving throws against being pulled, pushed or knocked prone.
  • Wolf. Once per turn, when you make an attack and have an ally within 5 feet of your target, you can make the attack with advantage. Also, you have advantage on saving throws to avoid being charmed.

Primal Warrior

Also at 1st level, you gain proficiency with martial weapons, medium armor and shields (except tower shields). If you later choose the Pact of the blade you can also create a simple or martial ranged weapon with it, creating even non magical ammunition that disappears after hitting or missing it's target.

Spirits of Nature

Starting 6th level, your patron can be convinced to lend it's aid in a more direct way. You learn the Spirit Guardians spell, it counts as a warlock spell for you but doesn't count towards the total number of spells you know. Whenever you cast the spell, you summon spiritual creatures that resemble the appearance of your patron.

Primal Health

At 10th level, your contact with your patron grants your body an enhanced health. You gain resistance to poison damage, and become immune to diseases. You also gain advantage on saving throws against being poisoned and polymorph effects.

Enthrall Beast

Starting 14th level, your patron is pleased by your actions, and has granted you the ability to summon a loyal beast to serve you. As an action, you conjure a beast of your choice from the beastlands, with a CR equal to 1/5 your Warlock level, rounded down. The creature is charmed by you, and acts as if under a Dominate Beast spellwith the following changes:

  • You don't require concentration on the effect.
  • It's duration is 1 hour, until you end the effect as an action or until the beast dies.
  • It's attacks count as magical and silvered for purposes of overcoming resistances and immunities.

When the spell ends, the beast vanishes, returning to the beastlands. Once you've used this feature, you cannot use it again until you've finished a long rest.

Otherwordly Patron: The Undead

The world of Abbeorht is ravaged by countless creatures that refuse to death in an unatural way, as they are not alive nor dead, and exist in a limbo called undeath. Many of these creatures have grew powerful over centuries existing, and they require the assistance of mortal agents. These agents are awarded strange abilities that draw directly from the unholy nature of their patrons.

Creatures known to grant these kind of pacts include Anktepot, the mummy lord and dark lord of Har'Akir; Kannoth, the vampire unseelie lord; Acererark the eternal, maybe the most powerful archlich of the multiverse; other creatures include powerful ghosts.

The following text replaces the VRGtR's subclass entry.

Expanded Spell List

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

Undead Expanded Spells
Warlock Level Spell
1 Bane, False Life
3 Blindness/Deafness, Phantasmal Force
5 Phantom Steed, Speak with Dead
7 Death Ward, Greater Invisibility
9 Antilife Shell, Cloudkill

Grave Touched

Starting 1st level, you learn one cantrip from the necromancy school of any spell list of your choice. It counts as a warlock cantrip for you but doesn't count towards the total number of cantrips you know.

Form of Dread

At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

You can transform a number of times equal to half your warlock level (rounded up), and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched

At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Necrotic Husk

At 10th level, Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

Spirit Projection

At 14th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While your Form of Dread feature is active, once on each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

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

Otherwordly Patron: The Undying

The worst subclass made ever, criticized and attacked since it's release in the SCAG, the undying patron's purpose is making the warlock harder to kill, a mortal being capable of surviving grievous and mortal injuries, and even being able to return from the grave. This reworks does everything there is possible for this subclass to return from the grave where most D&D players have buried it.

Expanded Spell List

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

Undying Expanded Spells
Warlock Level Spell
1 False Life, Shield
3 Gentle Repose, Protection from Poison
5 Feigh Death, Speak with Dead
7 Aura of Life, Death Ward
9 Contagion, Death's Veil*

Undying Health

Starting 1st level, your body has a higher resilience. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in the warlock class.

You also have advantage on saving throws against diseases

Defy Death

Also at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you but doesn't count towards the total number of cantrips you know. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once, and recover the ability to do so after finishing a long rest.

Soul Channeling

Starting 6th level, you're able to revitalize your body and those of your friends with the death around you. When a creature within 30 feet of you is reduced to 0 hit points, you can cast the spare dying cantrip as a reaction on it with a range of 30 feet.

Also, whenever a creature dies within 30 feet of you, you can channel a fraction of it's soul to regain 1d8 + your spellcasting ability modifier hit points.

Either option, you can use this feature a number of times equal to your spellcasting ability modifier (minimum 1), and recover all expended uses when you finish a long rest.

Undying Nature

Beginning at 10th level, your body starts to resemble the undead. First, you gain resistance to poison damage and have advantage on saving throws to become poisoned. You also can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from short and long rests.

Second, if you put a severed body part of yours back in place, it reattaches the next time you regain hit points.

Finally, you become immune to common diseases, and you age at a slower rate. Your body ages only 1 year for every 10 years that pass, and you are immune to being magically aged.

Immune to Death

When you reach 14th level, your body is so accustomed to walking between life and death that it is almost impossible for you to die. You now have advantage on death saving throws, and cannot be killed instantly by massive damage.

Additionally, even if somehow you're killed, you can choose to come back to life within 1 minute of your death. If at least a fresh body part of you has remained (such like your head, a bone, your heart or an eye), you can cast the resurrection spell on yourself from beyond the grave, requiring no components, and reforming your full body from a body part of your choice after finishing the spell casting time. The rest of your corpse (if any) becomes dust immediately. Once you come back to life this way, you cannot do so again for 1 full month.

Otherwordly Patron: The Warmonger

Most warlocks seek the magical power and the forbidden knowledge that their patrons can bestow upon them;

Few warlocks actually ask for something else, not only magic, but martial proficiency. These warlocks become full fledged warriors able to use any weapon and armor they come across, serving as front line soldiers for their patrons.

Creatures known to grant these kind of pacts include Raziel the Hebdomad crusader, Zariel the Archduchess of Avernus or even Ramya Vasavadan, the Death Knight Darklord of the dominion of dread of Kalakeri.

Expanded Spell List

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

Warmonger Expanded Spells
Warlock Level Spell
1 Shield, Zephyr Strike
3 Magic Weapon, Spiritual Weapon
5 Conjure Barrage, Haste
7 Impale*, Mark of Termination*
9 Conjure Volley, Steel Wind Strike

Battle Master

At 1st level, your patron grants you the knowledge to become a prodigy of warfare. You gain proficiency with martial weapons and fierarms.

If you later choose the Pact of the blade you can also create a simple or martial ranged weapon or even a firearm with it, but not ammunition for it.

Also, you can conduct a special ritual on any piece of armor of your choice. During this 1-hour ritual, you make it your pact armor, and can done or doff it as an action. You are considered proficient with it as long as you're wearing it, and you can use your spellcasting ability modifier instead of Strength to determine if you can effectively wear it or not.

Trained Warrior

Starting 1st level, you gain one of the fighting styles from those available to the fighter class. You can't take a Fighting Style option more than once, even if you later get to choose again.

You can change your chosen fighting style whenever you finish a full rest if you spend at least 24 hours training in this new style.

Battle Magic

Starting 6th level, you can make a weapon attack as a bonus action after using your action to cast a warlock cantrip.

Relentless Warrior

Beginning 10th level, your patron gives your pact armor a mystical defensive property. As long as you're wearing your pact armor, you have advantage on saving throws to avoid being charmed, frightened, possessed or turned.

Eldritch Barrage

Starting 14th level, you can unleash a savage barrage of attacks. As an action, you can decide to use any mystic arcanum, and instead of casting the spell, you can make a number of unarmed or weapon attacks equal to the mystic arcanum's level -1. For example, if you use a 6th level arcanum, you can make 5 unarmed or weapon attacks as a single action.

You can do so only once between long rests.

Wizard

Wonder workers and mythical casters, wizards are the swiss knife of spellcasters, having a really enormous spell list, they are able to aid any group, as their spell book is almost always equipped with the correct (or most closely accurate) tool for the occasion. They are a pretty solid class, and the modifications added by this work is allowing the Cantrip Formulas feature, as well as increasing their number of cantrips and allowing them to cast directly from their spellbook without preparing spells.

Class features

Hit Points

  • Hit Dice: 1d6 per Wizard level
  • Hit Points at 1st Level: 6 + Your Constitution modifier
  • Hit Points at Higher Level: 1d6 (or 4) + your Constitution modifier per wizard level after 1st.

Proficiencies

  • Armor: None.
  • Weapons: Brass Knuckles, Club, Dagger, Knife, Quarterstaff, Dart, Sling, Light Crossbow.
  • Tools: Calligrapher's Supplies
  • Saving Throws: Intelligence, Wisdom.
  • Skills: Arcana and three from Astronomy, History, Insight, Investigation, Logic, Medicine, Occultism, Religion and Science.

Equipment

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

  • (a) a quarterstaff
  • (a) a dagger or (b) a knife
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook and calligrapher's supplies
Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2
2nd +2 Arcane Tradition 3 3
3rd +2 Cantrip Formulas, School Specialist 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Student of the Arcane 4 4 3 2
6th +3 Arcane Tradition Feature 4 4 3 3
7th +3 Scroll Reader 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 School Savant 4 4 3 3 3 1
10th +4 Arcane Tradition Feature 5 4 3 3 3 2
11th +4 Superior Recovery 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Focused Magic 5 4 3 3 3 2 1 1
14th +5 Arcane Tradition Feature 5 4 3 3 3 2 1 1
15th +5 School Mastery 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Spell Mastery 6 4 3 3 3 2 1 1 1 1
18th +6 Signature Spells 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Archwizard 6 4 3 3 3 3 2 2 1 1

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if you have calligrapher's supplies with you, if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it.

You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 sp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book

You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast them. You need spend only 1 hour and 25 sp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance

Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Expanded Spell List

Wizards add to their spell list all Dunamancy spells.

Preparing and Casting Spells

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

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

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization.

You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. If you expend at least 10 minutes doing nothing during a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 2nd level, you choose one of the 18 known arcane traditions of the world, shaping your practice of magic through one of them. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cantrip Formulas

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Once between long rests, you can replace one wizard cantrip you know with another cantrip from the wizard spell list if you spend at least 30 minutes consultating your spellbook.

School Specialist

Also at 3rd level you start to specialize in a specific magical school of your choice. Select one school of magic. You understand spells from this school better, so the time needed to transcribe them to your spellbook is halved.

Also, you gain the listed advantages, and keep gaining new features as you gain levels in the wizard class. Once you've chosen a school, you cannot later change it.

Abjuration

After casting a wizard spell, you gain temporary hit points equal to twice the spell level + your wizard level. These hit points remains for a number of turns equal to your Intelligence modifier (minimum 1).

Conjuration

You can teleport to any unoccupied you can see within 30 feet of you as a bonus action. You can do so a number of times equal to your Intelligence modifier (minimum 1), and recover expended uses when you finish a long rest.

Divination

You can use a bonus action to grant you or any creature of your choice within 60 feet from you that you can see advantage or disadvantage on it's next attack roll within the next minute. An unwilling creature must succeed on a Charisma saving throw against your spell DC or be affected by this feature. You can do so a number of times equal to your Intelligence modifier (minimum 1) and recover all expended uses when you finish a long rest.

Enchantment

You have advantage on saving throws against being charmed. Also, you can attempt to charm a creature you can see within 30 feet from you that can both see and hear you. It must succeed on a Wisdom saving throw against your spell DC or become charmed by you until the beginning of your next turn. You can do so a number of times equal to your Intelligence modifier (minimum 1) and recover all expended uses when you finish a long rest.

Evocation

When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level.

The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Illusion

You learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

Necromancy

Once per turn when you reduce a creature to 0 hit points with a wizard spell, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for constructs or undead.

Transmutation

After casting a wizard spell, you regain hit points equal to the spell's level. If the spell belongs to the transmutation school, you add your Intelligence modifier (minimum 1) to the total number of recovered hit point. You can instead heal a single creature affected by the spell.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you can't increase an ability score above 20 using this feature.

Student of the Arcane

Starting 5th level, your studies of arcane and magical theory grants you further understanding into it. Now, you add half your wizard level (rounded up) to any Arcana check you make.

Scroll Specialist

Starting 7th level, you can understand any spell scroll you find. you can use any spell scroll, ignoring any class limitation for it. You can use your spellcasting ability instead of the one from the spell scroll if you want it.

Also, you gain expertise with calligrapher's supplies.

School Savant

Starting 9th level, You gain an additional benefit for your chosen School Specialist feature.

Abjuration

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

Conjuration

While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Divination.

You can no longer be surprised, and you gain blindisght with a 10 feet radius.

Enchantment

Whenever you use your Enchantment's School Specialist feature, you can now target a number of creatures up to your proficiency bonus.

Evocation

You now add your intelligence modifier to any wizard cantrip damage roll you make.

Illusion

Once between long rests, when a creature makes an attack roll against you, you can use your reaction to interpose a illusory duplicate between the attacker and yourself. All attacks from that creature against you automatically misses you, then the illusion dissipates at the end of it's turn.

Necromancy

You gain resistance to necrotic damage, and your hit point maximum can't be reduced except by class features that target yourself.

Transmutation

You gain proficiency in Constitution saving throws.

Superior Recovery

Starting 11th level, you now add half you intelligence modifier (rounded up, minimum 1) to the total points of spells you can recover using your arcane recovery feature.

Focused Magic

By 13th level, you have learned how to better keep concentration on your spells. You now add your Intelligence modifier (minimum 1) as a bonus to any concentration check you make to maintain concentration on wizard spells.

School Mastery

At 15th level, your specialization in your chosen school makes all spells you cast from your chosen School Specialist feature have their DC increased by 1.

Spell Mastery

At 17th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook from your chosen school of speciality. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study during a full rest you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 18th level, you gain mastery over two powerful spells and can cast them with little effort.

Choose two 3rd-level wizard spells of your chosen school of speciality in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study during a full rest you can exchange one or both of 0the spells you chose for different spells of the same levels.

Archwizard

Starting 20th level, your ability with magic is unparalleled across the world. You can cast a 9th level spell of your choice without spending a spell slot. If you do so, you gain a level of exhaustion.

You can use this feature only once, and recover the ability to do so whwn you finish a full rest.

Subclasses

Mortals of Abbeorht endured most of their history without access to arcane magic, but when they learned to control magic, they soon became dangerous foes. Along the history, arcanists learned to practice their magic in different ways, creating dozens of arcane traditions on the process. Here are the 18 defined arcane traditions that are available for character creation.

Arcane Tradition: Anchor Sniper

While wizards are dexterous in the way of arcane weaving, some have realized that magic sometimes isn't enough, so, many have decided to mix both martial training and magic. Some wizards have gone even further, learning to weave magic into their weapons, being able to channel their powerful spells trough them.

Arcane Shooter

Beginning when you select this school at 2nd level, you gain proficiency with light armor, all bows and all crossbows.

Also, you can use your Intelligence instead of your Strength or Dexterity for all magical two handed bows and crossbows. You still must met the Strength requirement of the weapon to properly use it.

Arcane Weapons

At 2nd level, you can imbue a bow or crossbow with powerful magic during a 1 hour ritual to make it an Arcane Weapon. It becomes a spellcasting focus for your wizard spells, and is considered magical for the purpose of overcoming resistance and invulnerability to non magical weapons if isn't already. You can only have a single weapon imbued in this way, and if you imbue a new one, the first one loses this property.

Also, when you hit a creature with an imbued weapon, you add a +2 to your next spell attack roll against it before the ending of your next turn.

Mark of Tethering

Starting 6th level, you can mark those enemies that you hit your bolts and arrows. When you hit a creature with a ranged weapon attack made with an Arcane Weapon, you can mark it. While marked, you have advantage on ranged weapon attack rolls against the creature, and you ignore half cover against it, and 3/4 cover counts only as half cover against it for ranged attacks. You can maintain concentration on this effect as if concentrating in a spell for up to 1 minute.

You can mark enemies a number of times equal to your Intelligence modifier (minimum 1) and recover all expended uses when you finish a long rest.

Reflex Shooting

At 10th level, you've developed the ability to make quick shots. You can make a ranged weapon attack as a bonus action after casting a 1st or higher level wizard spell.

Dual Spell

Starting 14th level, you have mastered the ability to transmit your magic through your arcane anchors. Once per turn when you hit a creature marked by your Mark of Tethering feature with a ranged spell attack, you can repeat the attack roll against another creature within range originated from the first creature.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and recover all expended uses when you finish a long rest.

Bladesinging

While most wizards prefer to keep their enemies at long distance and avoid meting them in close quarters combat, some wizards train to combine both martial training and spellcasting, resulting in a devastating practice. These wizards develop an arcane melody produced by their blades as they swing them across the battlefield with an elegant and precise style, hence their name of bladesingers. The follwoing text replaces the TCoE's subclass entry.

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with two of the following weapons of your choice: battleaxes, handaxes, longswords, rapiers, sabres, shortswords or sickles. You can use your Intelligence instead of your Strength or Dexterity scores for both attack and damage rolls using your chosen weapons. You still need to met their Strength requirement to properly use them.

You also gain proficiency in the Performance skill if you don’t already have it.

Bladesong

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You add your proficiency bonus as a bonus to any Constitution saving throw you make to maintain your concentration on a wizard spell.

You can use this feature a number of times equal to half your wizard level (rounded up), and you regain all expended uses of it when you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Song of Victory

Starting at 14th level, you can add your Proficiency bonus to the damage of your melee weapon attacks while your Bladesong is active.

Arcane Tradition: Celestial Magic

The divine realms have always been a source of mystery and fascination for mortals: their magical energy is usually associated with clergy and the gods, but there is a fraction of such magic that is actually related to the arcane.

Those wizards that devote themselves to the study of celestial magic learn how to evoke the radiant magic that floods the upper realms, learning to enhance their allies, summon celestials and smite their enemies with holy light.

Celestial Savant

Beginning when you select this school at 2nd level, you have understood some basics of divine magic. You gain proficiency in the Religion skill, and you learn how to read, write and speak celestial.

Also, you learn one cantrip of your choice from the cleric spell list. This counts as a wizard cantrip for you but doesn't counts towards the total number of cantrips you know.

Divine Magic

Starting 2nd level, you've learned how to produce arcane divine magic, a secretive art for most mortals. Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric spell of your choice.

The spell must be of a level for which you have spell slots. Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy these spells into their own spell books.

If you ever lose your spellbook, you can copy all cleric spells you had in your previous spellbook into a new one after a 1 hour long ritual paying 1 gold coin per spell level. These spells then are lost forever from the previous spellbook.

Celestial Purge

Starting 6th level, your magic leaks a protecting energy. When you hit an aberration, elemental, fey, fiend or undead creature with a spell attack, you can decide to deal radiant damage instead of the normal damage of the spell.

When you affect a creature with this feature, you can use a bonus action to force it to make a Wisdom saving throw against your spell DC. On a failure, it is turned until the beginning of your next turn.

You can attempt to turn creatures a number of times equal to your Intelligence modifier (minimum 1), and recover all expended uses when you finish a long rest.

Divine Reconstitution

By 10th level, your magic has been infused with divine energy. When you cast a wizard spell of 1st or higher level that targets a single friendly creature, the target recovers a number of hit points equal to your Intelligence modifier (minimum 1) + the spell level.

Celestial Conjuration

At 14th level, you've learned ho to summon celestials to aid you. You learn the conjure celestial spell if you don't already know it. When you cast it, the maximum CR of the celestial you can summon increases by an amount equal to half your Intelligence modifier (rounded down) (minimum 1).

Arcane Tradition: Chaos Magic

Chaos scarred the world, changing forever the way magic is used by spellcasters. This chaos made magic harder to sustain, but some wizards soon realized that such power could be shaped for their own purposes. Chaos magic is a dangerous force, but those that venture in it's study and evocation soon found themselves wielding devastating magic in their hands (often at the expense of their own lives).

Chaotic Learning

Beginning when you select this school at 2nd level, your study of chaos lets you learn spells with ease. The time needed to transcribe any wizard spell into your spellbook is halved.

As a result of your chaotic notes, your spellbook is hard to understand, and anyone trying to read a spell from it must succeed on an Arcana check against your spellcasting DC.

Wild Evoker

At 2nd level, you have learned to evoke "controlled" chaos into your spells. Whenever you cast a wizard spell of 1st or higher level, you can choose one of the following options:

  • Deal a number of extra die of damage equal to half your proficiency bonus (rounded up).
  • Double your proficiency bonus in the spell attack roll.
  • Increase the DC of a spell by 1/6 your wizard level (rounded down, minimum 1).

When you use this feature, you receive a number of d4s equal to the spell's level as force damage as chaos ravages your body. This damage cannot be reduced by any means.

You can use this feature a number of times equal to half your Wizard level (rounded up), and recover all expended uses when you finish a long rest.

Twisted Spells

At 6th level, you know how to alter your spells to provoke aberrant effects. When you cast a wizard spells of 1st or higher level that deals damage, you can roll 1d8 to change the damage it deals, as the following table.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
d8 Damage Type
5 Lightning
6 Necrotic
7 Poison
8 Thunder

Also, you add the chaos bolt spell to your spellbook, but no other wizard can copy it to it's own. It counts as a wizard spell for you. You always have it prepared and it doesn't count toward the total number of spells you can prepare.

Reckless Arcana

By 10th level, you can reuse the lingering chaos that your spells leave behind when it ravages your flesh. When you cast a wizard spell using your Wild Evoker feature, you can use your bonus action to cast any wizard cantrip you know before the ending of your turn.

Chaos Rituals

Also at 10th level, your insight into chaos magic leaks into your comprehension of rituals. Wizard spells you cast as rituals have their cast time halved at the expense of doubling the material cost. You can also do the opposite, halving the price at the expense of doubling the cast time.

Entropic Feedback

Starting 14th level, you can draw energy from the chaotic strings of the existence. When you use your Wild Evoker feature, you can decide to recover 1 spell slot of a lower level than the used spell slot, up to 5th level instead of casting a cantrip as a bonus action. Doing so requires no action.

Arcane Tradition: Chronurgy

Time is a difficult time to describe, even for those who have spent centuries studying it. Time rises fear among mortals, brings the end of things and the beginning of new eras, and as an uncontrollable and little understood force, those wizards that devote themselves to it are rare but dangerous, even if they cannot fully understand what they work with. The following text replaces the EGtW's subclass entry.

Chronal Shift

At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability a number of times equal to half your Wizard level (rounded up), and you regain any expended use when you finish a long rest.

Temporal Awareness

Starting at 2nd level, you can add your Intelligence modifier (minimum 1) as a bonus to your initiative rolls.

Momentary Stasis

When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

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

Arcane Abeyance

At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour.

This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.

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

Convergent Future

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Arcane Tradition: Demonology

Mortals know about fiends: horrible, twisted and vile cruel creatures, tempting mortals and preying on them. Many heroes have fought against them, but a small amount of arcanists have taken the task of studying and dominate them. Wizards that become demonologists learn how to summon, control and combat fiends. They are usually feared and not trusted, but when fiends are somehow involved, they are first to answer and investigate the events.

Lower Planes' Initiated

Beginning when you select this school at 2nd level, you learn how to read, write and speak both infernal and abyssal. If you already know one of them, you instead learn another exotic language of your choice in its place.

Also, whenever you make a Charisma check while interacting with fiends, you add your Intelligence modifier (minimum 1) as a bonus to the roll. You instinctively know the CR of a demon when you first interact with it.

Demonologist Spells

Starting 2nd level, you have learned how to shape your magic after your study of fiends. You add the Find Familiar spell to your spellbook if you don't already have it. When you cast it, you can summon an Imp or a Quasit with it.

Also, whenever you gain the indicated level, you add for free one of the following spells into your spellbook. If a spell presented here isn't on the wizard spell list, it counts as a wizard spell for you nonetheless.

Level Spells
2nd Detect Evil and Good / Hellish Rebuke
3rd Enthrall / Zone of Truth
5th Magic Circle / Summon Lesser Demons
7th Banishment / Summon Greater Demon
9th Infernal Calling / Planar Binding

Fiendish Rebuke

Starting 6th level, you now are able to exercise direct influence on fiends. Yo gain the following features.

  • Bind. As an action, you can spend a spell slot of 3rd or higher level to target a fiend with a CR up to half your wizard level (rounded down) that can both see and hear you, forcing it to make a Wisdom saving throw against your spell DC. On a failure, it is stunned. The creature has disadvantage on it's save if you know it's true name. You must keep concentration on this effect for up to 5 rounds, and the fiend must repeat it's saving throw on each of it's following turns while you keep concentration. If it receives damage, the effect ends. If the demon fails 3 saving throws before achieving 3 successes, its dominated, and must obey you on any order you give except those that attempt against it's own integrity. The fiend can then repeat it's save every 24 hours, being released on a success. The DC of the fiend's saving throws increases by 1 by each two spell slot levels above 3rd. You can only have a single fiend binded in this way, and if you attempt to bind another, the first one is released.
  • Harm. You can spend a spell slot of 1st or higher level to inflict 4d8 psychic damage to any fiend you can see within 60 feet from you. It makes a wisdom saving throw against your spell DC, receiving half damage on a success. The damage increases by 1d8 per spell slot level above 1st.

Fiendish Concentration

At 10th level, your mind can be kept centered on your fiendish summonings.

You can add your Intelligence modifier (minimum 1) to any concentration check you make, and have advantage on concentration checks when concentrating in conjuration spells summoning fiends.

Master Demonologist

Starting 14th level, you now are able to summon truly terrible fiends with unequal ease. Whenever you summon demons using your Infernal Calling spell, the maximum CR of the fiend you can summon increases by an amount equal to half your intelligence modifier (rounded up) (minimum 1).

Arcane Tradition: Eldritch Occultism

Some wizards are drawn to strange lore and forbidden knowledge, not to use it against others, but to understand it and protect themselves against the lingering madness that surrounds us. These strange wizards study tirelessly, and as they gain more and more insight into the matter, they harden their minds, becoming impervious to the mind-shattering effects that produce the unspeakable truths of the cosmos.

Occult Researcher

Beginning when you select this school at 2nd level, you have opened your mind to the endless possibilities of magic after peering in the far realm. Whenever you gain a new level in the wizard class, you can choose to learn any spell from the warlock spell list. These spells count as wizard spells for you. If you find a scroll containing a warlock spell, you can copy it to your spellbook.

Also, you gain proficiency in the Occultism skill, and you learn how to read, write and speak Deep Speech.

If you already know it, you then can learn any other exotic language of your choice.

Unsettling Magic

Starting 2nd level, your spells become infused with an eldritch energy. When you affect a creature with a wizard spell of 1st or higher level for the first time, it must make a wisdom saving throw against your spell DC. On a failure, the creature gets disadvantage on all attack rolls and skill checks made before the beginning of your next turn. Creatures immune to the frightened condition are immune to this feature.

Awakened Mind

Starting 6th level, your mind has been exposed to the eldritch nature of the occult. You gain the ability to communicate telepathically to any creature you can see within 30 feet from you. The creature can understand you even if it doesn't share a language with you, but it must know at least one language.

Also, you gain advantage on saving throws against the frightened and charmed conditions.

Mind-Breaking Spells

At 10th level, you are well versed in the occult and arcane ways. On your turn, when a creature fails a Charisma, Intelligence or Wisdom saving throw against one of your wizard spells, you can use a bonus action to expend 1 spell slot of 1st or higher level to immediately inflict 2d6 psychic damage against it.

The damage increases by 1d6 per spell slot level above 1st.

Ineffable Truth

At 14th level, you can use your understanding of the eldritch truths of the universe to drive mad your enemies. As an action, you can target a creature you can see within 30 feet from you that can hear you. Spending a Spell slot of 1st or higher level, you force the target to make an intelligence saving throw against your spell DC. On a failure, it receives 5d6 psychic damage and falls unconscious. On a success, it receives only half damage and isn't unconscious. The creature recovers consciousness if it receives damage or is forced to make a saving throw.

The damage increases by 2d6 per each spell slot level above 1st. You can use this feature once, and recover the ability to do so when you finish a long rest.

Arcane Tradition: Familiar Trainer

Familiars are a common addition to any wizard's arsenal, as they are very useful and make good companions, requiring technically no sustenance after being summoned. Despite this, familiars are fragile, and can sometimes lack usefulness for some powerful wizards. Taking this in account, some wizards use their knowledge and arcane abilities to enhance their familiars, making them powerful magical creatures capable of helping their masters and fighting by their side.

Arcane Tamer

Beginning when you select this school at 2nd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Arcana and Nature.

Greater Familiar

At 2nd level, you learn how to summon better familiars. You add the Find Familiar spell if you don't already have it in your spellbook. The time required to cast this spell is reduced to 10 minutes for you. When you cast the find familiar spell, your familiar is stronger than those of other wizards. It gains the following traits:

  • It has a number of hit points equal to 3 or 4 times your wizard level (3 times if tiny sized or 4 times if small sized), and has a number of hit dice equal to your wizard level: d4s if it's tiny sized, or d6s if it's small sized.
  • It adds your proficiency bonus as a bonus to it's AC and any saving throw it makes.
  • It uses your proficiency bonus on any skill it has proficiency.
  • It has an intelligence score of 10 + your proficiency bonus, and can speak in a language of your choice that you know.
  • It can take the attack action on it's turn. It's damage equals 1d6 (if it's small) or 1d4 (if it's tiny) + your intelligence modifier, and uses your spell attack modifier to hit.
  • You can bring back and temporarily dismiss your familiar as a bonus action.
  • You can communicate telepatically with your familiar up to 1 mile.

Improved Greater Familiar

Starting 6th level, you can now grant your familiar special abilities when you summon it.

When you cast the find familiar spell, you can choose to grant your familiar with one of the following abilities.

  • Blink (Fey only). Your familiar gains the ability to teleport up to 30 feet on it's turn as a bonus action.
  • Devil's Sight (Fiend only). Your familiar gains darkvision up to 120 feet and can see in magical darkness.
  • Enlargement. Your familiar's size increases one step, from tiny to small or small to medium. If medium, it's Hit Points maximum becomes 5 times your wizard level, and it's damage die and hit die size increases to 1d8 each.
  • Healing Touch (Celestial Only). As an action, your familiar can touch a creature and make it regain a number of hit points equal to half your wizard level (rounded up) + your Intelligence modifier (minimum 1). It can use this feature a number of times equal to half your wizard level (rounded up), and recover all expended uses when it finishes a long rest.
  • Invisibility. Your familiar can become invisible as an action.
  • Resistance. Your familiar gains resistance to all damage but force, psychic and radiant damage.
  • Thrash. Whenever your familiar takes the attack action, it can attack twice on it's turn.

Mystical Bond

At 10th level, you and your familiar have an improved bond. Whenever you receive damage, you can use your reaction to instead magically channel all the received damage to your familiar. If your familiar is reduced to 0 hit points as result of this feature, you receive the remaining damage, if any.

Also, whenever you cast a wizard spell, you can chose to have it originated from your familiar instead of you if it's within your sight range.

Dual Familiars

Starting 14th level, your can have multiple familiars summoned at once. Thus, you can now have a number of familiars equal to half your proficiency bonus (rounded down) at the same time. You can only summon a single familiar per each use of the Find Familiar spell, and can choose different improvements for each familiar.

Arcane Tradition: Graviturgy

All things have a mass, and every mass exerts a force against objects around it. That's the way wizards explain the concept of gravity. Those who devote themselves to the study and modification of gravity are terrible foes that wield the power to squish others, made them fly, lose consciousness or even dissappear, all of it just by precisely manipulating gravity. The following text replaces the EGtW's subclass entry.

Adjust Density

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

Gravity Center

Starting 2nd level, you know how to better avoid being moved without your consentiment. While not wearing any armor, you gain advantage on saving throws and checks to avoid falling, being knocked prone, being pushed or pulled. Moreover, effects that would move you against your will without requiring a saving throw don't work against you.

Gravity Well

When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Violent Attraction

At 10th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

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

Event Horizon

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

Arcane Tradition: Haemomancy

Blood, the fuel that of life, holds a powerful energy that fascinates many creatures. Countless beings use it as sustenance, and these very creatures have inspired some wizards to search for a way to control and use such energy. Trough suffering and experimentation, these wizards practice the forbidden art of blood magic, being able to enhance their bodies and spells trough the use of their own blood.

Blood Savant

Beginning when you select this school at 2nd level, you gain proficiency in the Medicine and Endurance skills.

Also, whenever you use your Arcane Recovery feature, you also regain a number of hit dice equal to the value of recovered spell slots, and recover hit points equal to your wizard level + your Intelligence modifier (minimum 1).

Body Mastery

Starting 2nd level, you have dominated the first step to blood magic mastery: Self blood control. You gain the following advantages.

  • Your hit point maximum increases by 2. From now on, every time you gain a new level in the wizard class, your hit points maximum increases by 1.
  • You have resistance to poison damage.
  • You have advantage on saving throws against diseases and poisons.

Hematurgy

Starting 6th level, you now can cast spells sacrificing your own vital force. You can cast any wizard spell you have prepared, up to 5th level, using your hit dice. The amount of hit dice required equals the spell level.

When you cast a spell using this feature, you receive a number of d6 as necrotic damage equal to the casted spell's level. This damage cannot be reduced.

Blood Letting

At 10th level, you can use your spilt blood to protect yourself. After using your Hematurgy feature, you gain temporary hit points equal to half the amount of necrotic damage you received from it + the number of die used. These temporary hit points remain for up to 1 minute.

Blood Mastery

At 14th level, you can now fully control your body through your mastery of blood magic. You can now add half your Intelligence modifier (minimum 1, rounded up) as a bonus to any Constitution, Dexterity or Strength saving throw.

Arcane Tradition: Hedge Magic

While most people know wizards because of their wonderful magics and their quasi-divine capabilities, some wizards prefer the subtle but unerring simplicity of lower magics. These wizards, known as hedge magicians, focus on low level magic and cantrips during their study of the arcane. Many wizards take them as weak will-workers, but in fact, they are capable of exploiting such magic as well as them, surprising those that underestimate them most often than not.

Fundamental Spells Savant

Beginning when you select this school at 2nd level, you have devoted yourself to the study of fundamental magics. You learn the druidcraft, prestidigitation and thaumaturgy cantrips, which count as wizard cantrips for you but doesn't count towards the total number of cantrips you know.

You treat some spells as "fundamental spells", according to your magical understanding. You take only half time to copy spells of 1st level to your spellbook. This benefit extends to other spell levels as you gain levels in the wizard class.

You treat as such spells of 2nd level at 6th level, spells of 3rd level at 10th level and spells of 4th level at 14th level.

Cantrip Specialist

Starting 2nd level, you understand cantrips as no other wizard has ever done. You add your Intelligence modifier (minimum 1) to any wizard cantrip damage roll.

On The Fly

Starting 6th level, you can replace your cantrips with ease. Whenever you finish a long rest, you can change one wizard cantrip you know (except those granted by your Fundamental Spells Savant) by other of your choice.

Also, when you finish a short rest, you can choose to change a number of fundamental spells that you have prepared up to your Intelligence modifier (minimum 1) with other fundamental spells from your spell book. Once you do so, you cannot do it again until you finish a short or long rest.

Improvisation

Starting 10th level, your understanding of magic differs too much from that of other wizards (and this sometimes unsettles them). Whenever you cast a wizard spell that has a priced material component, the price is halved for you.

Fundamental Evocation

At 14th level, the way you weave spells make them more reliable than those casted by other wizards. You can cast any fundamental spell from your spellbook without using a spell slot, even if you don't have it prepared.

You can do this twice and recover any expended use when you finish a short or long rest.

Arcane Tradition: Mage Knight

While wizards are usually associated with robes and libraries, there are some that join the ranks of armies as soldiers. Many of them follow the common ways of battlemagic, but some look upon the ways of cavalry, learning to summon magical mounts that carry them as lightning through battlefields. Few of these wizards exist, but those that have joined this select arcane tradition often become legends.

Rider Training

Beginning when you select this school at 2nd level, you have trained enough on mounts and beasts to have learned some knacks about it. You gain proficiency in the Ride skill.

Also, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Summoned Steed

Starting 2nd level, you can weave conjuration magic to summon a loyal creature to serve as a steed for you.

After a 1 hour long ritual, you summon a large creature with the form of your liking. The creature has the celestial, fey or fiend type (your choice). It is loyal to you and friendly to any creature you design (but it must be able to move on land), and understands all languages you know but cannot speak.

Your summoned steed has hit dice, and can expend them as any other creature during a short rest.

If it dies, it instantly vanishes into thin smoke, and you immediately fall if you're mounted on it.

Your Summoned steed moves on your initiative count, but can only take the dodge action, unless you use a bonus action to command it to take the attack, dash, disengage, help or hide actions. It must be able to both see and hear you within 120 feet of it for you to be able to command it. it also adds your proficiency bonus to any saving throw it makes. You can banish your summon to a pocket dimension as an action, and can summon it back as an action. The summoned steed uses the following statblock.

Amphibious Steed

Starting 6th level, your summoned steed gains a swimming speed of 40 feet, and is able to breath both air and water. It must have an adequate form to be able to swim.

Magical Bond

Starting 6th level, you and your summoned steed share a strong magical connection. You can communicate with your summoned steed up to 1 mile of distance, and you can command it as a bonus action telepathically.

Also, whenever you cast a wizard spell that targets you or your mount, it also targets the other one.

Flying Beast

Starting 10th level, your summoned steed now gains flying speed of 40 feet.

Magical Rider

At 10th level, the steeds you summon now feel as an extension of yourself.


Summoned Steed

Large Celestial, Fey or Fiend, Alignment Same as it's Raider


  • Armor Class 12 + your proficiency bonus
  • Hit Points 6 + six times your wizard level (the beast has a number of Hit Dice [d10s] equal to your wizard level)
  • Speed 40 feet

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 6 (-2) 10 (0) 6 (-2)

  • Saving Throws Charisma, Constitution
  • Senses darkvision 120 feet.
  • Languages Understands the languages of its raider, but cannot speak.

Actions

Maul: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + your intelligence modifier slashing damage.

When your summoned beast takes the dodge action, it's effects applies also to you if you're riding it.

Archrider

Starting 14th level, you can use the magical essence of your summoned steed as a way to empower your spells. Whenever you cast a wizard spell of 1st or higher level while you're mounted, you can decide to increase it's DC by 1 or roll 1 additional die of damage.

Also, the land speed, the swimming speed and the flying speed of your mount becomes 50 feet each.

Arcane Tradition: Order of Scribes

All wizards are known as bookworms and restless researchers of the arcane, but those wizards that join and learn the teachings of the order os scribes are the most related to books. These wizards take the concept of writing and reading to a new level, enchanting their own spellbooks and the very words they write to channel their magic in a unique way. The following text replaces the TCoE's subclass entry.

Wizardly Quill

At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.

Awakened Spellbook

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

At 2nd level, while you are holding the book, it grants you the following benefits:

  • You can use the book as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
  • When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Manifest Mind

At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Master Scriviner

At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

One with the Word

At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.

Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.

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

Arcane Tradition: Order of Silence

Magicians, will-workers, spellsingers, and many more: these are common names for those with magical capabilities. Among them, there is a peculiar group of wizards, an order, created long ago to strip others from their magic. The order of silence trains wizards specialized in disrupting spells (hence their common name of "disruptors"), learning ways to use their magic to suppress the spells of others, being feared and hated as enemies by other spellcasters.

Antimagic Savant

Beginning when you select this school at 2nd level, you have been trained in the ways of the silencers, learning the first step towards it: recognition. You add the detect magic spell to your spellbook for free if you don't already have it. It is always prepared and doesn't count towards the total number spells you have prepared. You can cast this spell without using a spell slot a number of times equal to half your wizard level (rounded up), and recover all expended uses when you finish a long rest.

Protective Shield

Starting 2nd level, you have learned to weave arcane energy to protect yourself against spellcasters. As a reaction, whenever you're targeted by a spell that you can both hear and see being casted, you can weave an antimagic field around you, giving you advantage on your saving throw against it or halving the damage received by the spell (your choice).

You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and recover all expended uses when you finish a long rest.

Countermagic

At 6th level, your study of disruptive magic grants you the ability to render enemy spellcasters uselss. You add the dispel magic and counterspell spells to your spellbook for free, provided you do not already have them. You always have these spells prepared and they don’t count against the number of spells you have prepared.

Also, whenever you cast dispel magic or counterspell, you add your proficiency bonus to the spellcasting ability check made to disrupt the spell.

Magical Resistance

Starting 10th level, you have imbued your body with enough magic to become partially immune to it. You add your proficiency bonus to all saving throws against spells and magical effects, even if you are not proficient in it.

Disruptive Field

Starting 14th level, you learn how to produce an area of disruptive magic around you using your own arcane energy. As an action, you can decide to expend a 3rd or higher level spell slot. You create an area of disruptive magic with an area of 30 feet centered on you. Creatures on the area have disadvantage on spell attack rolls and advantage on all saving throws against spells. You can maintain concentration on the effect as if concentrating on a spell for up to 1 minute.

As an option, you can designate a number of creatures equal to half the spell slot level used (rounded up) to be unaffected by this field when you create it.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and recover all expended charges when you finish a long rest.

Arcane Tradition: Rune Scriber

Runes are powerful signs: they were designed as a way to hold magical energy, and most wizards exploit this special property. While almost all wizards use runes in their arcane and magical practices, there are some that use them as their main tool: marking their own skin with them, these wizards are their own spellbooks, their own conduits and their own arcane foci. Some of the most powerful wizards of Abbeorht history have walked the runic path.

Runic Wizard

Beginning when you select this school at 2nd level, you can now scribe runes into your skin. Using calligrapher's supplies you can tattoo your wizard spells into your body. If you do so, the time for transcribing a spell into your body is doubled.

You can have a total level of wizard spells in your body equal to your wizard level + your Intelligence modifier. By example if, you're a 3rd level wizard with a score of 16 on Intelligence, You can have up to 6 levels of wizard spells tattooed on your body. You can erase one of them from your skin during a long rest. Spells tattooed on your body always count as prepared, but don't count towards the total number of spells you have prepared.

Runic Skin

Starting 2nd level, you gain the ability to infuse your body with the spells inscribed in it. You gain the following advantages:

  • Your AC is calculated as 10 + your Dexterity modifier + the higher level spell tattooed on your body.
  • Everytime you cast a tattooed spell, you gain temporary hit points equal to twice the spell's level.
  • You can use your own skin as a spellcasting focus for your tattooed spells while you're not wearing armor nor shields if you have the tattoo exposed.

Runic Infusions

At 6th level, your ability to imbue yourself with runes can be applied to objects. During a long rest, you can use your calligrapher's supplies to magically imbue an object with a rune that grants it a special property, according to the following list.

  • Abjuration. The imbued object grants it's wearer a bonus of +1 to it's AC.
  • Conjuration. This object grants it's wearer the ability to teleport to any unoccupied space within 30 feet that it can see. The user can do so a number of times equal to the wizard's proficiency bonus, and recover all expended charges when the wearer finishes a long rest.
  • Divination. It grants it's wielder a +1 to attack rolls.
  • Enchantment. The item grants it's wielder the option to add the wizard's intelligence modifier to any Charisma check it makes against another creature. The wearer can use this effect a number of times equal to the wizard's intelligence modifier, and recover expended charges when the wearer finishes a long rest.

  • Evocation. When inscribing a weapon, the wielder can deal additional damage equal to 1d6 when hitting with it. The damage can be acid, cold, fire, lightning, poison or thunder (the creature's choice). The user can use this ability a number of times equal to the wizard's Intelligence modifier (minimum 1), and recover all expended uses when the user finishes a long rest. The damage increases as you gain more wizard levels. It increases to 2d6 at 10th level, and 3d6 at 14th level.

  • Illusion. This item grants it's wearer the ability to cast the Disguise self spell a number of times equal to half the wizard's proficiency bonus (rounded up). It recovers all charges when the wearer finishes a long rest.

  • Necromancy. This item grants it's wearer advantage on death saving throws.

  • Transmutation. This item grants it's wearer a bonus to it's land speed equal to 10 feet.

All these items require attunement, and a creature can only have one of these items attuned to it.

You can create a number of items equal to your proficiency bonus. Creating a new one over the limit you can, immediately causes the older one to lose it's magical enhancement.

Rune-Infused Flesh

Starting 10th level, your body has enough runic magic stored inside to grant you a much higher resistance. You gain proficiency in Constitution saving throws.

Spell Surge

Starting 14th level, the runes in your body allow you a swift spellcasting. When you cast a tattooed spell of 2nd or higher level, you can decide to cast a tattooed spell of a lower level up to 5th level as a bonus action.

You can use this feature once, and recover the ability to do so when you finish a short or long rest.

Arcane Tradition: War Magic

One of the first traditions established by mortals, these deadly wizards were first developed and later perfected by dragonborns to wage war against others. With time, their arts have been extended and personalized by different schools and war academies, as a wizard trained for war is a priceless asset for any battalion. The following text replaces the XGtE's subclass entry.

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Also, you gain proficiency in one of the following skills of your choice: History, Stealth or Survival.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.

Arcane Tradition: White Necromancy

The manipulation of souls and corpses is usually forbidden and feared: being able to control the fragility of mortality is a power that few should have, and most often than not has been wrongly used to terrorize mortals. All wizards acknowledge the power and utility of necromancy, but few dare to follow such path. Some of them, however, have developed a respectful way to meddle with souls and corpses. They are still feared, but slowly they have earned a better reputation, as they deal with the forces of both life and death.

Life and Death Savant

Beginning when you select this school at 2nd level, you gain the ability to cast necromancy spells without harming the souls you manipulate. The time and cost of necromancy spells you copy into your spellbook is halved. Whenever you gain a wizard level, you can replace one of the spells you learn for any necromancy spell from any spell list. These spells count as wizard spells for you. Moreover, you can copy any necromancy spell to your spellbook, regardless of the spell list it belongs to, but other wizards can't copy spells that don't belong to the wizard spell list into their own spellbooks.

You also gain proficiency in one of the following skills of your choice: Composure, Medicine or Science.

Finally, you learn the spare the dying cantrip, which is a wizard cantrip for you and doesn’t count against the number of wizard cantrips you know.

Rebuke Death

Also at 2nd level, you can use an action to heal a creature you can touch. The creature regains hit points equal to 1d8 + your Intelligence modifier (minimum 1).

Once a creature has regained hit points from this feature, it can’t do so again until it finishes a long rest.

You can use this feature a number of times equal to half your wizard level (rounded up), and recover all expended uses when you finish a long rest.

Benevolent Necromancy

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast this spell, it has additional effects:

  • If the undead creature has an Intelligence score of 5 or lower, it's Intelligence becomes 6, and it gains the ability to understand and speak one language of your choice that you speak. It cannot remember any information from it's previous life.
  • The undead creature’s alignment is the same as yours.
  • You can use your Rebuke Death feature on your animated undeads without spending a charge from such feature (applying the once per long rest restriction).
  • At the end of the undead’s first 24 hours of serving you, it might continue to serve you for another 24 hours or else return to its eternal rest. You can convince the undead creature to continue serving you with a successful Charisma (Persuasion) check against a DC equal to 10 + the creature’s challenge rating (rounded up). On a successful check, the creature remains under your control, and the DC of the next check you make to maintain control 24 hours later increases by 1. You have disadvantage on this check if you were disrespectful to the creature during it's service. On a failed check, or if you choose not to maintain control, the undead creature immediately crumbles to dust after thanking you.

This effect applies to any necromancy spell you cast that animates an undead creature.

Willing Souls

Starting 10th level, the souls needed to cast necromantic magic are more willing to be used by you. Once between short or long rests, when you cast a necromancy spell you regain one expended spell slot of lower level, up to 1/5 your wizard level (rounded down).

Aura of Death Warding

Beginning 14th level, your benevolence while dealing with undead now makes you emit an aura of protection. Creatures within 30 feet from you have resistance to necrotic damage, and cannot have their hit point maximum reduced except by their own class features.

Arcane Tradition: Witchcraft

Common mortals are aware of the power of wizards: and are seen by awe and sometimes fear by most common folk. Some wizards specialized on alchemy and laying curses are quickly classified as witches and warlocks by most common folk.

While these wizards aren't always evil, their practices are hardly "benevolent", and their inclusion of herbs and poisons to their magical practice make them even more fearful and dangerous foes.

Witch Lore

Beginning when you select this school at 2nd level, you have studied enough to dominate the basics of witchcraft. You gain proficiency with alchemist supplies and poisoner's supplies.

Whenever you craft a poison or potion with any of these tools, you reduce the needed time to complete them by half.

Hex Slinger

Starting 2nd level, you can now curse those to dare provoke your wrath. You add the hex spell to your spellbook, and it counts as a wizard spell for you, but other wizards can't copy it to their own spellbooks. Whenever you cast the hex spell, it doesn't require concentration for you, with a duration of 1 minute, but you can only have a single creature hexed at a time. If you hex a new creature, the spell is ended.

You can cast the hex spell once between long rests without spending a spell slot.

Curse Weaver

Starting 6th level, you add the Bestow curse and Remove curse spells to your spellbook if you don't already have them. Their casting range increases to 30 feet for you.

If you have a body part of a creature (such as a nail, an ounce of blood or a handful of hair), you can cast bestow curse as a 1 hour long ritual on such creature with a range of infinite, as long as you both are on the same plane of existence. If you do so, you consume the body part, and the spell doesn't require concentration.

It's duration increases to 1 hour on a 3rd level spell slot, to 8 hours with a 4th level spell slot, to 24 hours with a 5th level spell slot, and indefinite with a 6th or higher spell slot level.

Bottled Magic

Also at 6th level, you have learned enough about magic and alchemy to be able to make concoctions imbued with them. You can imbue any wizard spell from your spellbook into an alchemical potion. The spell must target only a single creature and cannot require concentration.

To do so, you must spend a spell slot and a number of hours of work equal to the desired spell level. The potion remains viable for a number of days equal to twice your wizard level, and during that time, you cannot recover that spell slot. During that time, the spell will automatically activate when a creature drinks it, or if the content of the potion is splashed over a creature.

You can decide to extract the magic from the potion as a bonus action holding the potion on your hand, immediately recovering the spell slot imbued on it. You can have a number of potions equal to your intelligence modifier (minimum 1), and if you craft a new one, the older one instantly loses it's magic.

Jinxed!

Starting 10th level, your hexes and curses are so potent that are almost impossible to remove without magic. Whenever a creature attempts to remove a curse or spell applied by you to a creature with a spell of lower level than your spell, the caster must succeed on an ability check using it's spellcasting ability. The DC equals your spell DC. On a failure, the creature receives psychic damage equal to your wizard level + your intelligence modifier (minimum 1).

Curse Master

At 14th level, your dominion over curses and hexes is complete. The DC of any curse you cast is increased by 1.

Also, you gain advantage on saving throws against curses and curse-like effects.

Practice

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