Druid
\pagebreakNum
## Class Features
### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer's pack, and a druidic focus
\columnbreak
### Hit Points
___
- **Hit Dice:** 1d6 per druid level
- **Hit Points at 1st Level:** 6 + your Constitution score
- **Hit Points at Higher Levels:** 1d6 + your Constitution modifier per druid level after 1st
### Proficiencies
___
- **Armor:** Light armor, medium armor, round shields (druids will not wear armor or use shields made of metal)
- **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, short spears and spears
- **Tools:** Herbalism kit
___
- **Saving Throws:** Strength, Wisdom
- **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
### Druid
| Level | Proficiency Bonus | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st |+2 |2 | 2 | — | — | — | — | — | — | — |— |
| 2nd |+2|2 | 3 | — | — | — | — | — | — | — |— |
| 3rd | +2 |2| 4 | 2 | — | — | — | — | — | — |— |
| 4th | +2|3| 4 | 3 | — | — | — | — | — | — |— |
| 5th | +3 |3| 4 | 3 | 2 | — | — | — | — | — |— |
| 6th |+3 |3| 4 | 3 | 3 | — | — | — | — | — |— |
| 7th | +3|3| 4 | 3 | 3 | 1 | — | — | — | — |— |
| 8th | +3|3| 4 | 3 | 3 | 2 | — | — | — | — |— |
| 9th |+4| 3| 4 | 3 | 3 | 3 | 1 | — | — | — |— |
| 10th | +4|4| 4 | 3 | 3 | 3 | 2 | — | — | — |— |
| 11th | +4 |4| 4 | 3 | 3 | 3 | 2 | 1 | — | — |— |
| 12th | +4|4| 4 | 3 | 3 | 3 | 2 | 1 | — |— |
| 13th | +5 |4| 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th |+5| 4| 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th |+5| 4| 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | — |
| 16th | +5 |4| 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | — |
| 17th | +6 |4| 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
| 18th | +6 |4| 4 | 3 | 3 | 3 | 3 | 3 | 3 | 1 | 1 |
| 19th |+6 |4| 4 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 |
| 20th |+6 |4| 4 | 3 | 3 | 3 | 3 | 3 | 3 | 1 | 1 |
\pagebreakNum
### 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 two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
**Spell Slots**
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 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 Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
**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.
\columnbreak
### 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.
\pagebreakNum
### 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. You regain expended uses when you finish a short or 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.
#### Beast Shapes
| Level | Max. CR| Limitations | Example |
|:---:|:-----------:|:-----------:|:-----------:|
| 2nd | 1/4| No flying or swimming speed| Wolf |
| 4th | 1/2| No flying speed| Crocodile |
| 8th | 1| _ | Giant eagle |
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.
### Wild Companion (Optional)
At 2nd 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.
\columnbreak
**While you are transformed, the following rules apply:**
* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
* When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
* You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
\pagebreakNum
### Druid Circle
At 3rd level, you choose to identify with a [circle](http://address "title") of druids. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th 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.
### Cantrip Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.
### Timeless Body
Starting at 16th 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
Beginning at 16th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
### Archdruid
At 18th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
\columnbreak
## Druid: Circle of Cinders
### Circle Spells
When you join this circle at 3rd level, you gain access to some spells when you reach certain levels in this class, as shown on the Circle 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.
Moreover, whenever you cast a fire spell you create double the amount.
##### Circle Spells
| Druid Level | Spells |
|:---:|:---:|:---|:---:|
| 2nd | Inflict Wounds |
| 3rd | Flame Blade |
| 5th | Vampiric Touch |
| 7th | Fire Shield |
| 9th | Bigby's Hand |
### Forged in Fire
Beginning from 3rd level , While you are not wearing any armor, your armor class equals 13 + Wisdom. You can use a shield and still gain this benefit.
### Flame of Fury
At 6th level , whenever you make a melee spell attack, you can make one additional melee spell Attack as a bonus action.
### Fire be thy Fate
By 10th level, you add your wisdom modifier for any fire spell you might cast.
### Fire Breather
At 14th level, when you hit a creature with a melee spell attack, you can also make a fire breath attack as part of the same action.
When you use your breath weapon, each creature within a 15 ft. cone of the exhalation must make a Dex saving throw.
The DC for this saving throw equals 8 + your Wisdom modifier + your Proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one.
\pagebreakNum
Wizard
\pagebreakNum
## Class Features
### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A spellbook
\columnbreak
### Hit Points
___
- **Hit Dice:** 1d4 per wizard level
- **Hit Points at 1st Level:** 4 + your Constitution score
- **Hit Points at Higher Levels:** 1d4 + your Constitution modifier per wizard level after 1st
### Proficiencies
___
- **Armor:** None
- **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
- **Tools:** None
___
- **Saving Throws:** Intelligence, Wisdom
- **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
### Wizard
| Level | Proficiency Bonus | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st |+2 |2 | 2 | — | — | — | — | — | — | — |— |
| 2nd |+2|2 | 3 | — | — | — | — | — | — | — |— |
| 3rd | +2 |2| 4 | 2 | — | — | — | — | — | — |— |
| 4th | +2|3| 4 | 3 | — | — | — | — | — | — |— |
| 5th | +3 |3| 4 | 3 | 2 | — | — | — | — | — |— |
| 6th |+3 |3| 4 | 3 | 3 | — | — | — | — | — |— |
| 7th | +3|3| 4 | 3 | 3 | 1 | — | — | — | — |— |
| 8th | +3|3| 4 | 3 | 3 | 2 | — | — | — | — |— |
| 9th |+4| 3| 4 | 3 | 3 | 3 | 1 | — | — | — |— |
| 10th | +4|4| 4 | 3 | 3 | 3 | 2 | — | — | — |— |
| 11th | +4 |4| 4 | 3 | 3 | 3 | 2 | 1 | — | — |— |
| 12th | +4|4| 4 | 3 | 3 | 3 | 2 | 1 | — |— |
| 13th | +5 |4| 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th |+5| 4| 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th |+5| 4| 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | — |
| 16th | +5 |4| 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | — |
| 17th | +6 |4| 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
| 18th | +6 |4| 4 | 3 | 3 | 3 | 3 | 3 | 3 | 1 | 1 |
| 19th |+6 |4| 4 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 |
| 20th |+6 |4| 4 | 3 | 3 | 3 | 3 | 3 | 3 | 1 | 1 |
\pagebreakNum
### 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.
**Spell Slots**
The Wizard table shows how many spell slots you have to cast your bard 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 Ray of Sickness and have a 1st-level and a 2nd-level spell slot available, you can cast Ray of Sickness using either slot.
**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 it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
**Replacing the Book.** You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
\columnbreak
**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.
**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.
\pagebreakNum
### Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
### Arcane Tradition
When you reach 3rd level, you choose an [arcane tradition](http://address "title"), shaping your practice of magic through one of the following schools. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
### Cantrip Formulas (Optional)
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. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
### Ability Score Improvement
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.
### Spell Mastery
At 16th 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. 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, 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 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.
\pagebreakNum
# Crossover Sublcasses
Crossover Subclasses are a new attempt to bringing Prestige Classes back into the fold, you can turn any Subclass into a Crossover subclass provided it has one or none class connected features.
## The Assassin
You focused your training on the grim art of death, yet those who adhere to this archetype are diverse. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
*The Assassin Archetype is available to Barbarian, Fighter, Monk and Rogue.*
### Imposter
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. Your disguise 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.
### Assassinate
Starting at 3rd level, You deliver death with such grace and finesse, Melee and Improvised Weapons that lack the heavy and special property are considered Finesse in your hands, as do your Unarmed Strikes.
In addition, any hit you score against a creature that is surprised is a critical hit.
\columnbreak
### Ambuscade
Beginning at 6th level, you've grown accustomed to striking first and striking fast. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
Additionally, the amount of doses of potent poison now equal double your proficiency bonus.
### Cloaked in Darkness
By 10th level, you are adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Moreover, when you are invisible or successfully stealthed at the start of combat you gain a surprise round.
### Death Strike
Starting at 14th 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.
\pagebreakNum
## The Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy.
Not every combatant absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded combatants of great skill and knowledge.
*The Battle Master Archetype is now available to Barbarian, Fighter, Monk, Ranger and Rogue.*
> ##### Changes
> The idea of keeping Battle Master is to have a Maneuver Specialized subclass, therefore it's available to all the full martial classes. It is approximately the same but with minor changes; the starting die size was reduced and improvement upon base Improved Superiority Dice was added.
### Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
### Combat Superiority
At 3rd level,
You learn three additional maneuvers of your choice and gain two additional superiority die.
You receive an additional two superiority die at 7th level and two more at 15th level.
You learn two more maneuvers of your choice at 7th, 10th, and 15th level.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
\columnbreak
### Know Your Enemy
Starting at 6th 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 two of the following characteristics of your choice:
* Strength score
* Dexterity score
* Constitution score
* Armor Class
* Current hit points
* Total class levels, if any
* Fighter class levels, if any
### Ultimate Combat Superiority
Starting at 10th level, your superiority dice go up by one step above your normal Martial Progression; from a D8 to a D10 and at 15th level going from a D10 to a D12.
### Unrelenting
At 14th level, when you roll initiative and have no superiority dice remaining, you regain an amount of superiority die equal to twice your Intelligence modifier (minimum of 2).
\pagebreakNum
## The Bladesinger
Bladesingers master a tradition of combat that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and may allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
The Bladesinger Archetype is available to Artificer, Bard, Fighter, Monk, Rogue , Warlock and Wizard.
### Training in War and Song
When you adopt this tradition at 3rd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don’t already have it.
> ##### I'm already proficient!
> If you already have proficiency with light armor and most one handed weapons, you can replace both of the proficiencies for Expertise with a one-handed melee weapon you are proficient with.
### Bladesong
Starting at 3rd 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 gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
\columnbreak
### Song of Strife
Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
At 13th level, When you use your action to cast a spell, you can make one weapon attack as a bonus action.
### 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.
> ##### Alternate version
> If you lack the spellcasting feature to expend spell slots, you instead gain advantage on saving throws against spells and resistance against the damage of spells.
### Song of Victory
Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
\pagebreakNum
## Alternate Bladesinger
Bladesingers master a tradition of combat that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and may allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
The Bladesinger Archetype is available to Artificer, Bard, Fighter, Monk, Rogue, Warlock and Wizard.
### Training in War and Song
When you adopt this tradition at 3rd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don’t already have it.
> ##### I'm already proficient!
> If you already have proficiency with light armor and most one handed weapons, you can replace both of the proficiencies for Expertise with a one-handed melee weapon you are proficient with.
### Bladesong
Starting at 3rd 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 the damage of your melee weapon attacks equal to your Intelligence modifier (minimum of +1)
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
\columnbreak
### Song of Strife
Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
At 13th level, When you use your action to cast a spell, you can make one weapon attack as a bonus action.
### Song of Defense
Beginning at 10th level, you gain the following benefits while your Bladesong is active:
* You add your Intelligence modifier (minimum of +1) to your AC.
* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
### Song of Opposition
Starting at 14th 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.
> ##### Alternate version
> If you lack the spellcasting feature to expend spell slots, you instead gain advantage on saving throws against spells and resistance against the damage of spells.
\pagebreakNum
## The Champion
The Champion focuses on the development of raw physical power honed to deadly perfection. Those of this archetype have an insatiable desire for learning and improving. The Champion utilizes skills learned from other martial practioners through observation or outright apprenticeship, rigorously training themselves to physical excellence.
*The Champion Archetype is available to Barbarian, Fighter, Monk, Paladin and Rogue.*
### Absolute Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit if your total attack roll is above 20.
### Remarkable Athlete
At 6th level, you gain one of the following features of your choice.
* **Deft Counter.**
Whenever a creature makes an attack roll against you, you can spend your reaction to impose disadvantage on that roll. Additionally, your next attack roll against the creature has advantage if you make it before the end of your next turn.
You must use this feature before you know the outcome of the attack roll.
* **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 the saving throw, and only half damage if you fail.
* **Jack of All Trades.**
You can add half your proficiency bonus (rounded down) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
* **Uncanny Dodge.**
When an attacker that you can see hits you with an attack, you can use your reaction to halve the damage of any attack rolls against you, including the one triggering it.
\columnbreak
### Additional Fighting Style
At 10th level, your martial training has helped you further develop your martial prowess. As a result, you learn one Fighting Style option of your choice from one of the Martial classes. If you already have the style, the one you choose must be different.
### Unrestricted Prowess
At 14th level, you gain one of the following features of your choice.
* **Brutal Critical.**
You can roll four additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.
* **Brute Force.**
Your melee weapon strikes are suffused by your raw physical power. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage.
* **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.
* **Survivor.**
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 if you are below your hit points maxium. You don't gain this benefit if you have 0 hit points.
\pagebreakNum
## The Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
*The Monster Slayer Archetype is available to Barbarian, Fighter, Monk, Ranger and Rogue.*
### Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and supernaturally discern how best to hurt it. As a bonus 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, even if the creature is hidden from divination magic.
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 short or long rest.
### Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. You designate one creature you can see within 60 feet of you as the target of this feature. The first time you hit that target with a weapon attack, it takes an extra 1d6 damage for every attack you land on it.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
\columnbreak
### Supernatural Defense
At 6th 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 + your wisdom modifier to your roll.
### Magic-User's Nemesis
At 10th 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 Maneuver save DC, or its spell or teleport fails and is wasted.
You can use this feature an amount of times equal to half your proficiency bonus, you regain all expended uses when you finish a short or long rest.
### Slayer's Counter
At 14th 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 take the attack action against the quarry. You make this attack immediately before making the saving throw. If any of the attacks hit, your save automatically succeeds, in addition to the attack’s normal effects.
\pagebreakNum
## The Storm Herald
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
*The Storm Herald Archetype is available to Barbarian, Druid, Fighter, Monk, Ranger and Rogue.*
### Storm Aura
When you select this path at 3rd level, you emanate a stormy magical aura. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect when you activate it, and you can activate the effect 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 **Aura save DC=** 8 + your proficiency bonus + your Constitution modifier.
* **Desert.**
When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 7th level, 5 at 9th level, 6 at 11th level, 7 at 13th level, 8 at 15th level, 9 at 17th level and 10 at 19th level.
* **Sea.**
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 2d6 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 3d6 at at 5th level, 4d6 at 10th level, 5d6 at 15th level, and 6d6 at 20th level.
* **Tundra.**
When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 7th level, 5 at 9th level, 6 at 11th level, 7 at 13th level, 8 at 15th level, 9 at 17th level and 10 at 19th level.
\columnbreak
### 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 of 30 feet.
* **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.
### 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 Class 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.
\pagebreakNum
##### Armor and Shields
| Armor |Cost | Armor Class (AC) | Strength | Stealth | Weight |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| **Light Armor** | | |
|Padded |5 gp |11 + Dex modifier | ─ |Disadvantage |8 lb. |
| Leather | 10 gp | 11 + Dex modifier | ─ | ─ | 10 lb. |
| Gambeson | 40 gp | 12 + Dex modifier | ─ | Disadvantage | 13 lb.
| Spiked leather | 75 gp | 12 + Dex modifier, Special | ─ | ─ | 16 lb.
| Studded leather | 65 gp | 13 + Dex modifier | ─ | ─ | 13 lb.
| **Medium Armor**| | | | | |
| Hide | 10 gp | 12 + Dex modifier (max 3) | ─ | ─ | 12 lb. |
| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | ─ | ─ | 20 lb.
|Scale mail| 50 gp | 14 + Dex modifier (max 2) | ─ | Disadvantage | 40 lb.
| Breastplate | 400 gp | 14 + Dex modifier (max 3) | ─ | ─ | 20 lb.
| Half plate | 750 gp | 15 + Dex modifier (max 2) | ─ | Disadvantage | 45 lb. |
| **Heavy Armor** | | | | | |
| Ring mail | 30 gp | 14 | ─ | Disadvantage | 40 lb. |
| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. |
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
| Heavy plate | 3,000 gp | 20 | Str 18 | Disadvantage | 100 lb. |
| **Shields** |
| Buckler| 5 gp | +1 | ─ | ─ | 2 lb. |
| Knuckle guards| 20 gp | +1 Special | ─ | ─ | 2 lb. |
| Round shield | 10 gp | +2 | ─ | ─ | 6 lb. |
| Kite shield | 20 gp | +3 | Str 13 | ─ | 12 lb. |
| Tower shield | 100 gp | +4 Special | Str 16 | ─ | 20 lb. |
* **Spiked leather:** When you are engaged in a grapple with a creature, the target takes piercing damage equal to your proficiency bonus. Additionally, the bonus damage increases as the AC bonus increases when made into magical armor. (+1/+2/+3)
* **Knuckle Guards:** You can still wield a weapon with two hands even when you have this item equipped. Additionally, if you make an unarmed strike while wearing the knuckle guards you gain a +1 bonus to attack and damage rolls.
\columnbreak
* **Tower Shield:** During your turn you can use an action to set down this shield and provide 3/4 cover to creatures of your choice within 5 feet of you, they gain this benefit until you move, are moved or they move more than 5 feet away from you.
Moreover, When you perform this action you can make one melee weapon attack with a piercing weapon held with one hand as a bonus action.
\pagebreakNum
##### Simple Melee Weapons
| Weapon | Cost | Damage | Weight | Properties |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, Light, Thrown (range 20/60)
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Finesse, Light, Riposte |
| Light Hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, Parry, Quick Toss, Thrown (range 20/60) |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Finesse, Light, Grappling |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, Thrown (range 20/60)
| Javelin | 5 gp | 1d6 piercing | 2 lb. | Grappling, Distracting, Thrown (range 30/120)
| Mace | 5gp | 1d6 bludgeoning |2 lb. | Pushing, Goading, Riposte |
| Short Spear | 1 gp | 1d6 piercing | 3 lb. | Versatile (1d8), Lunging, Thrown (range 20/60) |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8),Pushing, Lunging |
| Greatclub | 2 sp | 2d6 bludgeoning | 10 lb. | Heavy, Two-handed |
##### Simple Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, Quick Toss, Thrown (range 20/60)
| Sling | 1 sp | 1d4 bludgeoning| ─ | Improvised Ammunition (range 30/120)
| Shortbow | 25 gp | 1d8 piercing | 2 lb. | Two-handed, Ammunition (range 80/320)|
| Crossbow, light | 25 gp| 1d8 piercing | 5 lb. | Loading, Two-handed, Ammunition (range 80/320) |
### Melee Weapon Materials
* **Rusted:** Attacking a creature with a Rusted melee weapon does not add your ability modifier when rolling for damage, but instead it inflicts Torpor on them, the condition lasts till the start of your next turn.
* **Refined** This variant doubles the amount of damage die for the weapon, you can turn any melee weapon into a refined variant by spending an additional 400 gp + its base price.
### Making Weapon Damage Matter
#### Bludgeoning:
* Once per turn, you can move a creature 5 feet to an unoccupied space when you hit it with an attack that deals bludgeoning damage, provided the target is no more than one size larger than you. (Crusher Feat Removed)
* When you score a critical hit dealing bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. (Crusher Feat Removed)
* Attack rolls against a creature wearing Heavy armor are made with advantage, when you hit it with an attack that deals bludgeoning damage.
#### Piercing:
* Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll. (Piercer Feat Removed)
* When you score a critical hit dealing piercing damage to a creature, you roll one additional damage die when determining the extra piercing damage the target takes. (Piercer Feat Removed)
* Attack rolls against a creature wearing medium armor are made with advantage, when you hit it with an attack that deals piercing damage.
#### Slashing:
* Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
(Slasher Feat Removed)
* When you score a critical hit dealing slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. (Slasher Feat Removed)
* Attack rolls against a creature wearing light or no armor are made with advantage, when you hit it with an attack that deals slashing damage.
\pagebreakNum
##### Martial Melee Weapons
| Weapon | Cost | Damage | Weight | Properties |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|
| Whip | 2 gp | 1d4 piercing | 3 lb. | Finesse, Reach, Disarming
| Shortsword| 10 gp | 1d6 piercing | 2 lb. | Finesse, Light, Goading |
| Scimitar| 20 gp | 1d6 slashing | 3 lb. | Versatile (1d8), Finesse, Distracting |
| Trident | 3 gp | 1d6 piercing |4 lb. | Versatile (1d8), Grappling, Lunging, Thrown (range 20/60)
| Longsword | 15 gp| 1d8 slashing | 3 lb. | Versatile (1d10), Goading, Riposte |
| Warhammer | 15 gp | 1d8 bludgeoning| 3 lb. |Versatile (1d10), Sweeping, Pushing |
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. |Versatile (1d10), Sweeping, Disarming |
| Spear | 5 gp | 1d8 piercing | 5 lb. | Versatile (1d10), Reach |
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | Sweeping, Trip, Feinting |
| Rapier | 25 gp | 1d8 piercing |2 lb. | Finesse, Feinting |
| War pick | 5 gp | 1d8 piercing | 2 lb. | Disarming, Sweeping, Trip |
| Morningstar | 15 gp | 1d8 piercing| 4 lb. | Grappling, Sweeping, Menacing |
| Pike | 10 gp | 2d4 piercing | 18 lb. | Heavy, 2x Reach, Two-handed |
| Bo-staff | 1 gp | 1d10 bludgeoning | 5 lb. | Reach, Two-handed |
| Twinblade | 45 gp| 1d10 slashing | 6 lb.| Special, Two-Handed
| Lance | 10 gp | 1d12 piercing |6 lb. | Reach, Special |
| Halberd | 30 gp | 2d6 slashing | 6 lb. | Heavy, Reach, Two-handed |
| Glaive | 20 gp | 2d6 slashing | 7 lb. | Heavy, Reach, Two-handed |
| Greatsword | 50 gp | 2d8 slashing | 6 lb. | Heavy, Two-handed
| Greataxe | 30 gp | 2d8 slashing | 7 lb. | Heavy, Two-handed
| Maul | 10 gp | 2d8 bludgeoning | 10 lb. | Heavy, Two-handed |
##### Martial Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|
| Net | 1 gp | — | 3 lb. | Quick Toss, Special, Thrown (range 5/15)
| Blowgun| 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), Loading |
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), Light, Loading, Goading
| Longbow | 50 gp | 1d12 piercing | 2 lb. | Ammunition (range 150/600), Finesse, Two-handed
| Crossbow, Heavy| 50 gp | 2d6 piercing | 18 lb. | Ammunition (range 100/400), Heavy, Loading, Two-handed |
* **Lance**: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
* **Twinblade:** Immediately after you take the Attack action with a Twinblade on your turn, you can use a bonus action to make one additional melee attack with it.
* **Net:** A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on Creatures that are formless or Huge and larger. A creature can use its Action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) frees the creature without harming it, Ending the Effect and destroying the net.
\pagebreakNum
# Built-in Maneuvers within Weapons
C**ertain Weapons come with certain Maneuvers.**
Once per turn, you can perform the maneuver. Some of the maneuvers require your target to make a saving throw to resist the maneuver's effects.
The saving throw DC is calculated as follows: **8 + your weapon attack modifier + half your proficiency bonus (rounded up)**
* **Disarming.**
When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at your feet.
* **Distracting.**
When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. 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.
* **Feinting.**
As a bonus action on your turn, choose one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn.
* **Goading.**
When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. 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.**
Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling and General actions).
* **Lunging.**
When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet.
* **Menacing.**
When you hit a creature with a weapon attack, you can attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
\columnbreak
* **Parry.**
When another creature damages you with a melee attack, you can use your reaction to reduce the damage by your Proficiency Bonus + your Dexterity modifier.
* **Pushing.**
When you hit a creature with a weapon attack, you can attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
* **Quick Toss.**
As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack.
* **Riposte.**
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
* **Sweeping.**
When you hit a creature with a melee weapon attack, you can 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 same damage roll without ability modifier. The damage is of the same type dealt by the original attack.
* **Trip.**
When you hit a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
\pagebreakNum
## Creating a weapon from scratch
### Step one is it a Simple or Martial weapon?
The size of the weapons damage die starts at 1d6 for Simple weapons while Martial weapons start at 1d8.
### What properties does the weapon have?
Melee weapons start with three weapon properties or weapon maneuvers while Ranged weapons start at four, adding additional properties or maneuvers will move the damage die down to the next step ending at 1d4. Combining weapon properties and weapon maneuvers together will help in creating your truly unique weapon.
Some properties take up two weapon property slots.
### Weapon Properties
Many Weapons have special Properties related to their use, as shown below.
* **Ammunition**
You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. This Weapon property does not take up a Weapon property slot as it dictates the type of Weapon it is.
* **Finesse**
When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. This weapon property takes up two weapon property slots.
* **Heavy**
Creatures with a Strength score lower than 13 have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large and unruly to use effectively. The damage dice of a heavy weapon is split into two dice rather than being one, for example the damage die would go from 1d8 to 2d4 or 1d12 to 2d6. Some damage die like the d10 are not one to one conversions and must require compromise, I recommend rounding up rather than down.
\columnbreak
* **Light**
A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons.The damage die moves one step below its starting size, unless it takes two weapon property slots.
* **Loading**
Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an Action, bonus Action, or Reaction to fire it, regardless of the number of Attacks you can normally make.
* **Range**
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s Long Range. When Attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t Attack a target beyond the weapon’s Long Range.
* **Reach**
This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for opportunity Attacks with it. The damage die moves one step below its starting size.
* **Special**
You might want to create a unique with special rules governing its, such weapons require an in-depth discussion with the Game Master on balancing its mechanics, regardless this weapon property takes up two weapon property slots.
* **Thrown**
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
* **Two-Handed**
This weapon requires two hands when you Attack with it. The damage die moves one step above its starting size. This weapon property can take two weapon property slots to move the die size two steps above the starting size.
* **Versatile**
This weapon can be used with one or two hands. A damage value in parentheses appears with the property, the damage die when the weapon is used with two hands to make a melee Attack is one step above its normal size. This weapon property can take two weapon property slots to move the die size two steps above the starting size. This weapon property can't be mixed with the Two-Handed or Heavy weapon properties.
\pagebreakNum
# I'm not calling them Smites, You can't make Me!!
#### Green-Flame Gash
*Evocation cantrip*
___
- **Casting Time:** 1 action
- **Range:** Self (5-foot radius)
- **Components:** S, M (a melee weapon worth at least 1 sp)
- **Duration:** Instantaneous
___
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and you cause green fire to engulf them, the creature must succeed on a Dexterity saving throw or take your spellcasting ability modifier in fire damage. The fire lingers on for 1d4 rounds and the creature must spend an action to put out the flames.
**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the extra fire damage increases by 1d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
**Classes:** Artificer, Sorcerer, Warlock, Wizard
#### Frostbite
*Evocation cantrip*
___
- **Casting Time:** 1 action
- **Range:** Self (5-foot radius)
- **Components:** S, M (a melee weapon worth at least 1 sp)
- **Duration:** Instantaneous
___
You cause numbing frost to form on one creature within 5 feet of you, after making a melee attack with the weapon used in the spell’s casting.
The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
**At Higher Levels.** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
**Classes:** Artificer, Druid, Sorcerer, Warlock, Wizard
\columnbreak
#### Lightning Link
*Evocation cantrip*
___
- **Casting Time:** 1 action
- **Range:** Self (5-foot radius)
- **Components:** S, M (a melee weapon worth at least 1 sp)
- **Duration:** Instantaneous
___
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause lightning to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.
**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the lightning damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
**Classes:** Artificer, Sorcerer, Warlock, Wizard
\pagebreakNum
#### Frost Fingers
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (15-foot cone)
- **Components:** V, S
- **Duration:** Instantaneous
___
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes nonmagical liquids in the area that aren't being worn or carried.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
**Classes:** ~~Wizard~~ Sorcerer
**Feats:** Divinely Favored, Initiate of High Sorcery, Magic Initiate, Strixhaven Initiate
#### Hail of Thorns
*1st-level conjuration*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Instantaneous
___
When you hit a creature with a ranged weapon attack during this spell’s casting, it creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
**At Higher Levels.** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
**Classes:** Ranger
**Subclasses:** Forge Cleric
**Optional/Variant Classes:** Ranger
**Races:** Tiefling (Zariel)
\columnbreak
#### Searing Strike
*1st-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
The next time you hit a creature with a weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d10 radiant damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d10 radiant damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d10 for each slot level above 1st.
**Classes:** Paladin
**Subclasses:** Forge Cleric
**Optional/Variant Classes:** Ranger
**Races:** Tiefling (Zariel)
#### Thunderous Strike
*1st-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Instantaneous
___
When you hit a creature with a weapon attack during this spell’s casting, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d10 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
**Classes:** Paladin
\pagebreakNum
#### Wrathful Strike
*1st-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
The next time you hit with a weapon attack during this spell's duration, your attack deals an extra 1d10 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
**Classes:** Paladin
**Subclasses:** Hexblade Warlock
**Optional/Variant Subclasses:** Divine Soul Sorcerer
#### Branding Strike
*2nd-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Up to 1 minute
___
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d10 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d10 for each slot level above 2nd.
**Classes:** Paladin
**Subclasses:** Battle Smith Artificer
**Optional/Variant Subclasses:** Divine Soul Sorcerer
**Races:** Tiefling (Zariel)
\columnbreak
#### Flame Blade
*2nd-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V, S, M (leaf of sumac)
- **Duration:** Up to 10 minutes
___
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
**Classes:** Druid
**Optional/Variant Classes:** Sorcerer
**Races:** Tiefling (Mephistopheles)
#### Kinetic Jaunt
*2nd-level transmutation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S
- **Duration:** Concentration, up to 1 minute
___
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
* Your walking speed increases by 30 feet.
* You don't provoke opportunity attacks.
* You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you both take 1d8 force damage.
**Classes:** Artificer, Bard, Sorcerer, Wizard
**Subclasses:** Arcane Trickster Rogue, Clockwork Soul Sorcerer, Kinetic Combatant Fighter
\pagebreakNum
#### Melf's Acid Arrow
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (powdered rhubarb leaf and an adder's stomach)
- **Duration:** Instantaneous
___
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
**Classes:** Sorcerer, Wizard
**Subclasses:** Alchemist Artificer, Arcane Trickster Rogue, Land (Swamp) Druid, Eldritch Knight Fighter
**Feats:** Adept of the Black Robes
#### Pass without Trace
*2nd-level abjuration (ritual)*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
- **Duration:** Concentration, up to 1 hour
___
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
**Classes:** Druid, Ranger
**Subclasses:** Arcane Trickster Rogue, Land (Grassland) Druid, Land Druid, Shadow Monk, Trickery Cleric
**Races:** Elf (Mark of Shadow), Genasi (Earth), Human (Mark of Passage)
**Backgrounds:** Dimir Operative
\columnbreak
#### Spiritual Weapon
*2nd-level conjuration*
___
- **Casting Time:** 1 bonus action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** 1 minute
___
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d12 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 30 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for every two slot levels above 2nd.
**Classes:** Cleric
**Subclasses:** Conquest Paladin, Divine Soul Sorcerer, Hexblade Warlock, Kinetic Combatant Fighter, Life Cleric, War Cleric
#### Staggering Strike
*2nd-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Instantaneous
___
When you hit a creature with a weapon attack during this spell’s casting, your weapon pierces both their body and mind, the attack deals an extra 2d10 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d10 for each slot level above 2nd.
**Classes:** Paladin
\pagebreakNum
#### Steel Wind Strike
*2nd-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S, M (a melee weapon worth at least 1 sp)
- **Duration:** Instantaneous
___
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to two creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 3d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd, as do the amount of creatures you can target.
**Classes:** Ranger, Wizard
**Subclasses:** Arcane Trickster Rogue, Eldritch Knight Fighter, Hexblade Warlock, Kinetic Combatant Fighter
#### Blinding Strike
*3rd-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Up to 1 minute
___
When you hit a creature with a weapon attack during this spell’s casting, your weapon flares with bright light, and the attack deals an extra 3d10 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
**Classes:** Paladin
**Optional/Variant Classes:** Ranger
**Backgrounds:** Boros Legionnaire
\columnbreak
#### Conjure Barrage
*3rd-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** Self (60-foot cone)
- **Components:** V, S, M (one piece of ammunition or a thrown weapon)
- **Duration:** Instantaneous
___
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component but is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
**Classes:** Ranger
**Subclasses:** Battle Smith Artificer, Hexblade Warlock
**Races:** Human (Mark of Making)
**Backgrounds:** Gruul Anarch
#### Crusader's Mantle
*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (30-foot radius)
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d8 radiant damage when it hits with a weapon attack.
**Classes:** Paladin
**Subclasses:** War Cleric, Solidarity (PSA) Cleric
\pagebreakNum
#### Lightning Arrow
*3rd-level transmutation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V, S
- **Duration:** Instantaneous
___
When you make a ranged weapon attack during the spell's casting, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
**Classes:** Ranger
#### Wall of Sand
*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (a handful of sand)
- **Duration:** Concentration, up to 10 minutes
___
You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.
**Classes:** ~~Wizard~~ Sorcerer
\columnbreak
#### Wall of Water
*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a drop of water)
- **Duration:** Concentration, up to 10 minutes
___
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
**Classes:** Druid, Sorcerer ~~,Wizard~~
**Races:** Triton
\pagebreakNum
#### Evard's Black Tentacles
*4th-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid)
- **Duration:** Concentration, up to 1 minute
___
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
**Classes:** ~~Wizard~~ Warlock
**Subclasses:** Aberrant Mind Sorcerer, Eldritch Knight Fighter, Fathomless Warlock
**Source:** PHB, page 238. Available in the SRD (as *"Black Tentacles"*).
#### Fire Shield
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a bit of phosphorus or a firefly)
- **Duration:** 10 minutes
___
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
**Classes:** ~~Wizard~~ Sorcerer
**Subclasses:** Armorer Artificer, Battle Smith Artificer, Wildfire Druid, Eldritch Knight Fighter, Fiend Warlock, Genie (Efreeti) Warlock, Undying Light (UA) Warlock, Zeal (PSA) Cleric
**Optional/Variant Classes:** Druid
\columnbreak
#### Wall of Fire
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a small piece of phosphorus)
- **Duration:** Concentration, up to 1 minute
___
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
**Classes:** Druid, Sorcerer, ~~Wizard~~
**Subclasses:** Artillerist Artificer, Forge Cleric, Light Cleric, Celestial Warlock, Fiend Warlock
**Backgrounds:** Boros Legionnaire, Prismari Student, Rakdos Cultist
**Other Options/Features:** River of Hungry Flame
\pagebreakNum
#### Banishing Strike
*5th-level abjuration*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if all attacks made with the weapon during this attack action dealt 50 points of damage or more, you banish the target. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
**Classes:** Paladin
**Subclasses:** Battle Smith Artificer, Eldritch Knight Fighter, Hexblade Warlock, Kinetic Combatant Fighter
#### Shining Weapon
*5th-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V,S
- **Duration:** Up to 1 hour
___
You imbue a weapon you touch with luminescence. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
**Classes:** Cleric, Paladin
**Subclasses:** Eldritch Knight Fighter, Divine Soul Sorcerer
\columnbreak
#### Wall of Stone
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a small block of granite)
- **Duration:** Concentration, up to 10 minutes
___
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
**Classes:** ~~Artificer, Druid,~~ Sorcerer ,~~Wizard~~
**Subclasses:** Land (Desert) Druid, Land (Mountain) Druid, Genie (Dao) Warlock
**Other Options/Features:** Wave of Rolling Earth
\pagebreakNum
#### Wall of Ice
*6th-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** 120 feet
- **Components:** V, S, M (a small piece of quartz)
- **Duration:** Concentration, up to 10 minutes
___
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
**Classes:** ~~Wizard~~ Sorcerer
#### Mordenkainen's Sword
*7th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
- **Duration:** Concentration, up to 10 minutes
___
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 6d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
**Classes:** Bard, Wizard
**Subclasses:** Arcana Cleric
**Optional/Variant Classes:** Sorcerer
\columnbreak
#### Prismatic Spray
*7th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (60-foot cone)
- **Components:** V, S
- **Duration:** Instantaneous
___
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1. **Red.** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. **Orange.** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. **Yellow.** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. **Green.** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. **Blue.** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. **Indigo.** On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
7. **Violet.** On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. **Special.** The target is struck by two rays. Roll twice more, rerolling any 8.
**Classes:** Sorcerer
**Subclasses:** Arcana Cleric
**Optional/Variant Classes:** Bard, Wizard
\pagebreakNum
#### Prismatic Wall
*9th-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** 10 minutes
___
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall.
* **Red.** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
* **Yellow.** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
* **Green.** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
* **Blue.** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
* **Indigo.** On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.
While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
* **Violet.** On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
Classes: Wizard
**Classes:** Sorcerer
**Subclasses:** Arcana Cleric
**Optional/Variant Classes:** Bard, Wizard