The Player's Handbook Retold

by PortentPress

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Table of Contents

Credits


Lead Designer: Ryan Rose


  • Managing Editor: Ryan Rose
  • Content Development: Shiloh Berscheid, Miles Dávila, Rob Gunningham, Jake Hilton, Ryan Rose
  • Editing: Miles Dávila

  • Art Director: Jake Hilton
  • Cover Illustration: Billy Christian
  • Interior Ilustration: Ekaterina Burmak, Heonhwa Choe, Yongjae Choi, Andrea De Dominicis, Eric Deschamps, Jason A. Engle, Evyn Fong, Steve Prescott, Anna Podedworna, Chris Rallis, Rudy Siswanto, Magali Villeneuve, Kev Walker, Tyler Walpole

  • Benefactors: Castreek, Christian D, Ellulth, KennedyBud, Paul Eachus, SortaKindaCoolGuy, VeryGreatFrog, UnknqwnShepherd
  • Sponsors: Brooke B, Cao, Kanbaru
Disclaimer: This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

Introduction

Complaints about official material are rampant in the 5th Edition community. Whether its the general dislike of whole classes or others wishing for little little tweaks here and there to make more versatile and equitable subclasses or the thousandth misunderstanding of problem spells, like witch bolt, there are things that 5th Edition could do better. While Portent Press is in no way the expert on 5e, we've found that there are ways to make the game all around more balanced and enjoyable for its players.

First and foremost, this book looks to the subclasses with strong narrative presence or historical tradition and seeks to bring their mechanics in line with the narratives that they can create, redesigning them from the ground up, sometimes using existing features, sometimes starting with only the flavor text written by Wizards of the Coast. After that, it takes a look at the things that support these subclasses: optional class features, spells, class specific options like Eldritch Invocations, and even takes an eye to the weapons we've come to accept as standard. All of these small and large tweaks can be found in the following pages, and we encourage you to take those to your table that fit your version of the game.

On Power Creep

Many of the subclasses and optional class features presented in the following pages are markedly more powerful than the original versions, which may raise concerns about power creep, or the idea that the players get stronger while the creatures and challenges presented in adventures and campaigns remain untouched.

The Player's Handbook Retold looks at the "best" subclasses of each class (such Hexblade or Battle Master) and re-imagines the "suboptimal" subclasses that were chosen for this book in the same vein of power. If you play in parties where every player picks an optimal class and subclass, choosing subclasses from this book should have no effect on the game's balance, but if your game is not as described, you may see a slight change in party ability. Ultimately, however, we designed the following to be balanced against the current expectations of the game, and we do not believe they will create unintended power creep.

Intended Power Creep

In some rare cases, such as with the Optional Class Features we've presented for the Ranger, we have intended to create a stronger version than the current strongest version of the pre-existing material. In these cases, we will include a note block that explains the reasoning behind our changes and remind players that all optional features and homebrew should always remains at the DM's discretion.

Chapter 1: Artificer

The artificer class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in Tasha's Cauldron of Everything when you reach certain levels in your class. This section offers additional features that you can gain as an artificer. Unlike the features in Tasha's Cauldron of Everything, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Magical Tinkering Improvement

6th-level artificer feature, which modifies the Magical Tinkering feature

You can affect Small or smaller nonmagical objects with your Magical Tinkering.

You can effect larger objects as you gain levels in this class. Large at at 10th level, Huge at 14th level, and Gargantuan at 20th level.

Artificer Infusion Options

When you choose artificer infusions, you have access to additional options. Options are presented alphabetically.

Conjuring Component Pouch

Prerequisite: 6th-level artificer

Item: component pouch

When you reach into this pouch to withdraw a material component worth 250 gp or less for a spell, the pouch creates it.

Force Saber

Item: a simple or martial weapon that deals slashing weapon

This magic weapon deals force damage instead of slashing damage.

Void Hammer

Item: a simple or martial weapon that deals bludgeoning weapon

This magic weapon deals necrotic damage instead of bludgeoning damage.

Zap Stabber

Item: a simple or martial weapon that deals piercing weapon

This magic weapon deals lightning damage instead of piercing damage.

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Tool Proficiency

3rd-level Alchemist feature

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

Alchemist Spells

3rd-level Alchemist feature

Your experiments allow you to continuously change your achemical solutions. You can choose two spells from any spell list and infuse them into your alchemist supplies. The spells must be from the schools of Evocation, Necromancy, or Transmutation and they must be of 1st level. You always have these spells prepared and they count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

At 5th level, you can choose two additional spells to have prepared in this way, so long as they are of 2nd level. At 9th level, you can choose two additional 3rd level spells; at 13th level, you can choose two additional 4th level spells; and at 17th level, you can choose two additional 5th level spells. All must be from the schools of Evocation, Necromancy, or Transmutation, you always have them prepared, and they don't count against the number of artificer spells you prepare.

Create Potion

3rd-level Alchemist feature

When you finish a short or long rest, you can magically produce up to two potions of your choice from the following options in an empty flask you touch, using your alchemist supplies. A creature in possession of one of your potions can can drink the potion as a bonus action or administer it to a willing or incapacitated creature as an action.

Experimenter's Liquid Flame. The drinker immediately exudes a 15-foot-cone of fire. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking fire damage equal to 2d6 + your Intelligence modifier on a failure or half as much on a success.

Healer's Alchemic Curio. The drinker regains a number of hit points equal to half your artificer level (rounded up) + your Intelligence modifier (minimum of 1).

Philosopher's Handy Trick. The drinker can immediately touch a Medium or smaller nonmagical object made of metal and transmute it into an adamantine version of the object for 1 minute. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit; whenever a creature wearing adamantine armor is hit with a critical hit, it becomes a normal hit.

You can have up to two of these potions at a time. If you attempt to create an additional potion, the oldest potion turns into water or wine (your choice).

Alchemical Savant

5th-level Alchemist feature

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

Create Greater Potions

9th-level Alchemist feature

Your potions enhance, upgrading as follows:

  • The fire damage dealt by your Experimenter's Liquid Flame increases to 4d6.
  • When a creature drinks your Healer's Alchemic Curio, it can end one disease or one condition afflicting it. The condition can be blinded, deafened, or poisoned.
  • The duration of your Philospher's Handy Trick increases to 10 minutes, the creature can target Medium or smaller objects--magical and nonmagical--and an adamantine weapon created in this way deals an additional 1d6 damage on a hit.

Chemical Mastery

15th-level Alchemist feature

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

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and your choice of harm or heal (which you can make each time you use this feature) without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Chapter 2: Barbarian

The barbarian class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fathom's Fury

5th-level barbarian feature, which replaces the Fast Movement feature

Your rage sustains you while submerged. While you are raging, you gain a swimming speed equal to your walking speed and you can hold your breath twice as long.

Universal Language

7th-level barbarian feature

Anger transcends the spoken word. Any creature that can understand a language can understand what you say when you make threats of violence.

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Berserk

3rd-level Beserker feature

You gain proficiency with the Intimidation skill. You can double your proficiency bonus for checks made with this skill while raging.

Frenzy

3rd-level Beserker feature

You learn to harness your fury and point it at your enemies. When you enter your rage, you can take the Dash Action (no action required), but you must move in the direction of a hostile creature.

Additionally, when you use your Reckless Attack while raging but before you make your first attack, creatures within 10 feet of you sense your bloodlust and cringe away from your fury. Each creature within range must make a Wisdom saving throw (DC equal to 10 + half your barbarian level) or take psychic damage equal to your Strength modifier + your rage bonus. If a creature is frightened when it makes this saving throw, it does so with disadvantage.

A creature who is immune to the frightened condition is immune to this feature.

Mindless Rage

6th-level Beserker feature

You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. If you reduce a creature to 0 hit points during your rage, your bloodlust overrides the suspended condition, ending it immediately.

Relive Carnage

10th-level Beserker feature

You are so familiar with scenes of brutality that you can identify them with little effort. You choose an area that you can see; the area can be a cube a number of feet equal to 10 time your Barbarian level. If you spend 10 minutes in that area, reliving the carnage that took place, you know if combat occurred within the area in the last 24 hours, and if so, the following additional details:

  • The exact details of each weapon attack made during the combat
  • The number, size, and creature type of each creature that died during that combat
  • The exact direction all survivors traveled leaving the area.

Until you finish a long rest, the visceral details of the scene thrum in your veins, making your bloodlust palpable, and you can use an action while raging to roar, releasing that fury. Creatures of your choice within 60 feet that can hear you must make a Wisdom saving throw (DC equals 10 + half your barbarian level) or be frightened of you for 1 minute. On a success, a creature is immune to this feature for 24 hours. A frightened creature can make repeat its saving throw if it ends its turn without seeing or hearing you.

Once you use your action in this way, you can't do so again until you relive carnage in a new area.

Retaliation

14th-level Beserker feature

When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

If you did not use your Reckless Attack on feature on your turn, you can do so as a part of this reaction.

Chapter 3: Bard

The bard class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a bard. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

College Spells

3rd-level bard feature, which modifies the Bard College feature

Each College gains a list of associated spells. You gain access to these spells at the levels specified in the college description. Once you gain access to a college spell, you know it, it doesn't count against your number of spells known, and it counts as a bard spell for you.

College Spells (Creation)

3rd-level College of Creation feature

You gain the college spell at the bard levels listed in the College of Creation table. See the Bard College feature for how college spells work.

College of Creation Table
Bard Level Spell
3rd find steed
5th create food and water
7th secret chest
9th creation

College Spells (Eloquence)

3rd-level College of Eloquence feature

You gain the college spell at the bard levels listed in the College of Eloquence table. See the Bard College feature for how college spells work.

College of Eloquence Table
Bard Level Spell
3rd suggestion
5th sending
7th compulsion
9th geas

College Spells (Glamour)

3rd-level College of Glamour feature

You gain the college spell at the bard levels listed in the College of Glamour table. See the Bard College feature for how college spells work.

College of Glamour Table
Bard Level Spell
3rd enthrall
5th hypnotic pattern
7th hallucinatory terrain
9th seeming

College Spells (Lore)

3rd-level College of Lore feature

You gain the college spell at the bard levels listed in the College of Lore table. See the Bard College feature for how college spells work.

College of Lore Table
Bard Level Spell
3rd enhance ability
5th tongues
7th divination
9th legend lore

College Spells (Spirits)

3rd-level College of Spirits feature

You gain the college spell at the bard levels listed in the College of Spirits table. See the Bard College feature for how college spells work.

College of Spirits Table
Bard Level Spell
3rd augury
5th speak with dead
7th divination
9th commune

College Spells (Swords)

3rd-level College of Swords feature

You gain the college spell at the bard levels listed in the College of Swords table. See the Bard College feature for how college spells work.

College of Swords Table
Bard Level Spell
3rd magic weapon
5th blink
7th staggering smite
9th steel wind strikeXGE

College Spells (Valor)

3rd-level College of Valor feature

You gain the college spell at the bard levels listed in the College of Valor table. See the Bard College feature for how college spells work.

College of Valor Table
Bard Level Spell
3rd blur
5th haste
7th fire shield
9th hold monster

College Spells (Whispers)

3rd-level College of Whispers feature

You gain the college spell at the bard levels listed in the College of Whispers table. See the Bard College feature for how college spells work.

College of Whispers Table
Bard Level Spell
3rd detect thoughts
5th nondetection
7th confusion
9th modify memory

Anticharm

6th-level bard feature, which replaces the Countercharm feature

You gain the ability to disrupt mind-influencing effects. When a creature you can see or hear within 30 feet of you attempts to charm or frighten a creature within 30 feet of you, you can use your reaction to expend a Bardic Inspiration die and force the creature to succeed on a Wisdom saving throw against your spell save DC or be unable to charm or frighten creatures until the start of its next turn.

Collegiate Performance

10th-level bard feature, which replaces the Expertise feature at 10th level

Your Bard College bestows upon you a script, book of sheet music, or other medium by which you can learn a short performance. Over the course of a short rest, you can perform an improvised or rehearsed version for you and any creature of your choice that can hear you for the duration. When you do so, you gain the benefit listed under your Bard College.

This feature can be used in conjunction with your Song of Rest feature, but once you use this feature, you can't do so again until you finish a long rest.

Collegiate Performance:
Creation Myth

10th-level College of Creation feature

Your college's performance regales your audience with a story of creation, whether it be of a people, place, or object that encourages inventive tendencies. For the next 8 hours, each creature present for your performance, including you, can add your Song of Rest die to checks made with tools. It can choose to add the die after it makes the d20 roll, but must do so before the DM resolves the check.

Additionally, for the next 8 hours, you can add your proficiency bonus to any tool check you make.

Collegiate Performance:
Logical Argument

10th-level College of Eloquence feature

Your college's performance regales your audience with a logical argument, dramatic retelling of a famous debate, or persuasive speech that encourages discussion regarding the nature of evidence. For the next hour, each creature present for your performance, including you, can add your Song of Rest die to Deception, Insight, and Persuasion checks. It can choose to add the die after it makes the d20 roll, but must do so before the DM resolves the check.

Additionally, for the next 8 hours, you can use an action to speak an argument composed of facts and evidence to a creature that can hear you. If the creature has no logical counterargument (DM's discretion), the creature becomes charmed by you for 1 minute or until it deduces a flaw in your argument.

Collegiate Performance: Fey Form

10th-level College of Glamour feature

Your college's performance regales your audience with an expressive sculpture, artistic fashion show, or passionate ode that encourages a discussion of aesthetics. For the next 8 hours, each creature present for your performance, including you, can cast the disguise self spell once without expending a spell slot, using your spellcasting ability and spell save DC.

Additionally, for the next 8 hours, you can add your Song of Rest die to ability checks you make to investigate illusions, perceive disguises, and to gather information about a creature's anatomy, such as whether a creature might possess uncommon strength or a proficiency with a skill using Strength or Dexterity.

Collegiate Performance:
Historical Odyssey

10th-level College of Lore feature

Your college's performance regales your audience with an epic poem, triumphant score, or similar mythos rooted in the beliefs of the land that encourages a conversation of lore. For the next 8 hours, each creature present for your performance, including you, can add your Song of Rest die to Intelligence checks or saving throws it makes. It can choose to add the die after it makes the d20 roll, but must do so before the DM resolves the check or saving throw.

Additionally, you can choose a skill from Arcana, History, Insight, or Religion. For the next 8 hours, you can add your proficiency bonus to ability checks you make with the skill. If you already add your proficiency bonus, you can add it twice, instead of once.

Collegiate Performance: Seance

10th-level College of Spirits feature

Your college's performance regales your audience with an artistic rendition of a seance that encourages a conversation of spirituality. For the next 8 hours, each creature present for your performance, including you, can add your Song of Rest die to Religion checks and speak with undead as if they shared a language.

Additionally, for the next 8 hours, you can cast the speak with dead spell without expending a spell slot.

Collegiate Performance: Bladework

10th-level College of Swords feature

Your college's performance regales your audience with sword juggling, knife-throwing, or a blade dance that encourages a conversation of weapon safety. For the next 8 hours, each creature present for your performance, including you, gains resistance to nonmagical slashing damage.

Additionally, you can choose a spell from the paladin or ranger spell list spell. The spell must have smite or strike in the name. For the next 8 hours, the spell counts as a bard spell for you and when you cast it, you can roll your Song of Rest die. On a roll of 8 or higher, you cast the spell without expending a spell slot.

Collegiate Performance:
Biography of a Warrior

10th-level College of Valor feature

Your college's performance regales your audience with the story of a hero's life by way of an artistic media of your choice and encourages a sense of heroism. For the next hour, each creature present for your performance, including you, gains the benefits of the heroism spell.

Additionally, for the duration, you can add your Charisma modifier to your weapon attack and damage rolls.

Collegiate Performance:
Stolen Dance

10th-level College of Whispers feature

Your ability to impersonate other bards allows you to choose a Collegiate Performance granted to any Bard College, gaining the feature as if it were your own.

College of Swords

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.

Bonus Proficiencies

3rd-level College of Swords feature

You gain proficiency with medium armor and the scimitar.If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style

3rd-level College of Swords feature

You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

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

Inspiring Strikes

3rd-level College of Swords feature

You learn to embellish your attacks so theatrically they inspire your allies. As a bonus action, you can expend a use of your Bardic inspiration to make a melee attack against a creature within range. On a hit, you can grant your expended Bardic Inspiration to a creature within 60 feet that could see the attack as if you had used your Bardic Inspiration feature.

Secrets of the Sword

6th-level College of Swords feature

Spells with the blade tag are added to the bard spell list for you, and you learn a blade spell of your choice. Your choice must be of a level you can cast, as shown on the Bard table, or a cantrip, but the chosen spell count doesn't count against the number of bard spells or cantrips you know.

Blade Dance

14th-level College of Swords feature

Your flourishes have become so mesmorizing your attacks are more dance than duel. As a bonus action, you can adopt a magically entrancing presence while you fight, which lasts for 1 minute, until you are incapacitated, or if you end your turn without making an attack. When you adopt this mantle, you can immediately make a melee attack against a creature within range.

For the duration, creatures within 30 feet that can see you can't take reactions, your AC increases by a number equal to your Charisma modifier, you add your Charisma modifier to attack rolls and damage rolls made with weapons, and you can't be grappled except by magical means.

Once you adopt this mantle, you can't do so again until you finish a long rest.

Blade Tag Spells

The following spells gain the blade tag.

Cantrips
  • blade ward
  • booming blade
  • green-flame blade
  • sword burst
  • thorn whip
  • true strike
1st
  • armor of Agathys
  • ensnaring strike
  • ice knife
  • mage armor
  • searing smite
  • shield
  • thunderous smite
  • wrathful smite
  • zephyr strike
2nd
  • branding smite
  • cloud of daggers
  • flame blade
  • magic weapon
  • shadow blade
  • spiritual weapon
3rd
  • blinding smite
  • conjure barrage
  • elemental weapon
  • haste
4th
  • fire shield
  • greater invisibility
  • staggering smite
5th
  • animate objects
  • banishing smite
  • conjure volley
  • holy weapon
  • steel wind strike
6th
  • blade barrier
7th
  • Mordenkainen's sword
8th
  • antimagic field
9th
  • blade of disaster

Chapter 4: Cleric

The cleric class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Minor Miracle

2nd-level cleric feature, which replaces the Channel Divinity: Turn Undead and Destroy Undead features

By expending a use of your Channel Divinity, you can cast one of your 1st-level domain spells without expending a spell slot. You can cast higher level spells as you reach certain levels in this class, increasing to 2nd-level or lower at 8th level, 3rd-level or lower at 14th level, and 4th-level or lower at 20th level.

Also, at 5th level, whenever you cast a cleric spell or expend a use of your Channel Divinity, you can create a magical effect as if by the thaumaturgy cantrip.

Once you cast a spell in this way, you can't cast that spell using this feature again until you finish a long rest.

Potent Spellcasting Improvement

At your DM's discretion, Potent Spellcasting improves in the following ways:

Potent Spellcasting Improvement

14th-level Arcana Domain feature

You can cast detect magic and magic missile at 1st level as a bonus action, instead of an action.

Potent Spellcasting Improvement

14th-level Grave Domain feature

You can halve the gp value of material components used to restore a creature to life.

Potent Spellcasting Improvement

14th-level Light Domain feature

When you cast a spell of 1st level or higher that deals fire damage, you can add your Wisdom modifier to one of the damage rolls.

Potent Spellcasting Improvement

14th-level Peace Domain feature

You can cast a cleric spell with a range of touch at a
range of 15 feet.

Death Domain

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).

Death Domain Spells
Cleric Level Spells
1st false life, inflict wounds
2nd blindness/deafness, hold person
3rd spirit shroud, vampiric touch
4th blight, shadow of moil
5th hold monster, negative energy flood

Bonus Proficiencies

1st-level Death Domain feature

You gain proficiency with martial melee weapons and heavy armor and in the Medicine skill.

Reaper

1st-level Death Domain feature

You learn to reap the life that drains around you. When a creature within 15 feet of you loses hit points, you can use your reaction to draw it into yourself. You regain a number of hit points equal to the total the creature loses, to a maximum equal to 3 + your cleric level.

You have a number of uses of this feature equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Death's Spirit

2nd-level Death Domain feature

You can use a bonus action to strike your weapon against your holy symbol and call upon death's spirit. For 1 minute, or until you are incapacitated, die, or use a bonus action to end this effect, you are swathed in the spiritual shadow of a deathly being. Once per turn while swathed in this way, you can make an additional melee spell attack against a creature within 5 feet of you when you hit with a melee attack (no action required). On a hit, the attack deals necrotic damage equal to 1d6 + your Wisdom modifier.

Within Death's Reach

6th-level Death Domain feature

Death extends its reach through you. You gain resistance to necrotic damage.

Additionally, when you are under the effects of Death's Spirit, your spirit's reach increases by 5 feet and deals necrotic damage equal to 2d6 + your Wisdom modifier.

Divine Strike

8th-level Death Domain feature

You can infuse your weapon strikes with the power of death. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Death Knight

17th-level Death Domain feature

The touch of death infuses your body. You gain immunity to necrotic damage. In addition, while you are under the effects of Death's Spirit, you gain the benefits of the death ward spell for the feature's duration.

Knowledge Domain

The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Knowledge Domain Spells
Cleric Level Spells
1st comprehend languages, identify
2nd detect thoughts, mind spike
3rd clairvoyance, intellect fortress
4th confusion, divination
5th modify memory, synaptic static

Blessings of Knowledge

1st-level Knowledge Domain feature

You connection to your domain's wisdom enhances your knowledge. You gain proficiency in two skills of your choice.

Additionally, when you would make an Intelligence ability check using a skill with which you're proficient, you can make a Wisdom check instead.

Minor Secrets

1st-level Knowledge Domain feature

You learn to coax the truth out of the world around you. Over the course of 10 minutes, which can be accomplished during a short or long rest, you can perform a ritual to learn the truths of an area that you can see. The area is a cube of a number of feet equal to 10 x your cleric level.

 At the completion of the ritual, you learn any two of the following details about the area:

  • If the area is currently under the effects of a curse or an illusion, such as a programmed illusion spell or the illusions present in an aboleth's lair.
  • If a humanoid of your choice has spoken a lie within the area in the last hour--though you do not learn the lie.
  • If any humanoids died within it in the last 8 hours, and if so, how--though you do not learn who killed the humanoid if they were murdered.
  • If there are any secret doors or traps within the area--though not the precise locations of them.
  • If any magical objects spent more than 1 minute in the area during the last 24 hours.

Once you use this feature, you can't do so again until you finish a long rest.

Channel Divinity: Reveal Truth

2nd-level Knowledge Domain feature

You can use your Channel Divinity to reveal disguise and illusion. As an action, you can present your holy symbol. Each creature or object in a 30-foot cone originating from your holy symbol glows a color of your choice until the end of your next turn if any of the following applies to it:

  • It is a shapechanger or is currently invisible.
  • It is under the effects of illusion or transmutation magic.
  • It has told a lie within the past minute.

A creature can attempt to resist this revelation by succeeding on a Charisma saving throw against your spell save DC.

Gifted

6th-level Knowledge Domain feature

Your prowess for research and discovery has hardened your mind. You gain proficiency in Intelligence saving throws, and you have advantage on ability checks and saving throws against illusions.

Additionally, as an action you can gaze over an object depicting writing, iconography, or imagery, such as a page from a book, a scroll, a wall decorated in hieroglyphics, or a tapestry. Until you use this feature again, you can accurately recall all details and information present on the object.

Potent Spellcasting

8th-level Knowledge Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

At 14th level, when you cast a spell of 1st level or higher that deals psychic damage, you can add your Wisdom modifier to one of the damage rolls.

Major Secrets

17th-level Knowledge Domain feature

You learn to uncover the truths of the multiverse. You always have legend lore prepared, it doesn't count toward your number of spells prepared, and you ignore the spell's material components.

Additionally, when you use your Minor Secrets feature, you can cast a divination spell of 5th level or lower as a part of the ritual without expending a spell slot. If the spell would normally affect a range or area that is smaller than that of your Minor Secrets area, it instead affects the entire area.

Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Nature Domain Spells
Cleric Level Spells
1st entangle, goodberry
2nd locate animals or plants, spike growth
3rd plant growth, speak with plants
4th guardian of nature, polymorph
5th commune with nature, tree stride

Acolyte of Nature

1st-level Nature Domain feature

Nature bestows secrets reserved for its defenders. You learn druidcraft and one additional druid cantrip of your choice.

You also gain proficiency with heavy armor and one of the following skills of your choice: Animal Handling, Nature, or Survival.

Channel Divinity: Verdant Cage

2nd-level Nature Domain feature

You can use your Channel Divinity to lock your foes within nature's grasp and your reach. As an action, you can present your holy symbol and call upon nature. Magical vines, roots, branches, or other natural matter of your choice erupt from your body, forming an immobile 10-foot-radius dome centered on you, which faces in a direction you choose when you create it. The dome persists for 1 minute or until you dismiss it (no action required). A creature that would be surrounded by the dome can use its reaction to make a Dexterity saving throw against your spell save DC. On a success, it can move up to half its speed to escape the dome.

The sphere's AC is equal to your spell save DC, and its hit points are a number equal to 5 x your cleric level; it is immune to psychic damage and all conditions. The dome provides three-quarters cover from attacks and effects that pass through it. Additionally, creatures can't pass through the dome, and ability checks made to see anything past the dome are made with disadvantage.

While the dome has hit points, you gain a +2 bonus to AC and attacks against you can't benefit from advantage.

Dampen Elements

6th-level Nature Domain feature

When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike

9th-level Nature Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Unstoppable Nature

17th-level Nature Domain feature

Nature's wrath accelerates your form. While you are concentrating on a domain spell, you can attack twice instead of once when you take the Attack action, and each of these attacks can benefit from your Divine Strike.

Additionally, you are always under the effects of the tree stride spell, and you can enter into and out of stone, mud, sand, and other natural materials in addition to trees.

Trickery Domain

Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Trickery Domain Spells
Cleric Level Spells
1st disguise self, hideous laughter
3rd mirror image, pass without trace
5th hypnotic pattern, major image
7th confusion, dimension door
9th modify memory, telekinesis

Blessing of the Trickster

1st-level Trickery Domain feature

You gain proficiency with your choice of Deception, Stealth, or Sleight of Hand.

Establish Alibi

1st-level Trickery Domain feature

You gain the ability to alter how you appear to others. As an action, choose an activity you're capable of performing without casting a spell. You create an illusion in the space you occupy, which can make sounds but can't move beyond a 5-foot cube centered on you; it stays in your space and plays out the course of action you described to the best of its ability. Any actions you perform in its space are disguised, though a creature can use its action to make an Intelligence (Investigation) check against your spell save DC; on a success, the illusion becomes faint, transparent, and clearly false to it but remains.

The illusion persists until you die or you move from the space where you created it.

At 6th level, the illusion can also produce other sensory effects such as body heat or odors.

Channel Divinity: Invoke Duplicity

2nd-level Trickery Domain feature

You can use your Channel Divinity to create an illusory duplicate of yourself. As a bonus action, you create a perfect illusion of yourself that lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required). The illusion appears in an unoccupied space that you can see within 30 feet of you. While your duplicate remains, you can use a bonus action to move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when you use your Establish Alibi, you can choose for the illusion to apply to the duplicate instead of yourself, and when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Mischievous Malcontent

6th-level Trickery Domain feature

Your mischievous nature disturbs and confuses your enemies. When a creature you can see deals damage to you with an attack or spell that targets only you, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a success, a creature is immune to this feature for 24 hours. On a failure, the creature becomes frightened of you for 1 minute.

While frightened in this way, the creature believes harming you or taking hostile actions towards you is exactly what you want it to do. It might believe it makes you stronger with every attack, you're actually invincible and just wasting its time, or that you've disguised its ally as yourself. Regardless of its belief, the frightened creature must use its bonus action to communicate its belief to any allies that can hear it. A frightened creature can make a saving throw at the end of each of its turns, ending the effect on a success.

You have a number of uses of this feature equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Potent Spellcasting

8th-level Trickery Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

At 14th level, when you cast a spell of 1st level or higher through your duplicate that deals damage, you can add your Wisdom modifier to one of the damage rolls.

Doubled Duplicity

17th-level Trickery Domain feature

You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Chapter 5: Druid

The druid class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a druid. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Druidic

1st-level druid feature, which modifies the Druidic feature

You know the druidcraft cantrip, which doesn't count against your number of cantrips known, and 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.

When you cast a druid spell with a verbal component, you can choose to speak the component in Druidic. When you do so, you can create a magical effect, as if by the druidcraft spell as a part of the spell's casting.

Wild Growth

2nd-level druid feature

You gain the ability to summon magical plants in even the most desolate ground. As an action, you can expend a use of your Wild Shape feature to cause magical plants to grow in a 5-foot radius around you, the plants moving with you as you move.

The radius the plants grow out to increases when you reach certain levels in this class, increasing to 10 feet at 4th level, and 15 feet at 8th level. The area of plants is difficult terrain for creatures other than you and any creatures of your choice. If a creature within the area makes an opportunity attack, you can use your reaction to grant the target half cover against that attack.

The plants remain for a number of hours equal to half your druid level, or until you use a bonus action to dismiss them.

Circle of Dreams

Druids of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary rest.

Circle Spells

2nd-level Circle of Dreams feature

Your connection to the Feywild and the dreams of those around you grants access to some spells when you reach certain levels in this class as shown on the Circle of Dreams 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 doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Dreams Spells
Druid Level Spells
2nd detect evil and good, sleep
3rd calm emotions, misty step
5th catnap, hypnotic pattern
7th hallucinatory terrain, phantasmal killer
9th dispel evil and good, dream

Balm of the Summer Court

2nd-level Circle of Dreams feature

You become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Lucidity

6th-level Circle of Dreams feature

You learn to make real the dreams of those around you. As an action, you can touch the mind of an unconscious creature that you can see within 30 feet of you. When the creature returns to consciousness, a bit of its dreams returns with it. Until it finishes a long rest, the creature gains a special reaction that it can use to warp reality as if in a lucid dream. When the creature rolls a 1 on a d20 roll, it can use this reaction to treat the roll as a 20.

You can target a number of creatures equal to your proficiency bonus with this feature. If you attempt to target an additional creature beyond this limit, the creature who has possessed this special reaction the longest loses it as the new target gains it.

Seelie Serenity

10th-level Circle of Dreams feature

Your balm draws calming energy from the Summer Court. The temporary hit points provided by your Balm of the Summer Court increases to 5 temporary hit points per die spent, and while a creature has these temporary hit points, it is immune to being charmed or frightened. If a creature is already charmed or frightened when it gains these temporary hit points, it can reroll its saving throw against the effect with advantage.

Dreamscape

14th-level Circle of Dreams feature

Your foray into a creature's dreams allows you to recreate them in the world around the dreamer. When you use your Lucidity feature, you can cast hallucinatory terrain as a part of the action, but the spell's duration is reduced to 1 hour. When you do so, the spell's area is centered on the target of your Lucidity, it moves with the creature, and the creature can use an action to change its appearance using the spell’s normal parameters for the illusion, provided that it can see the illusion. In addition, for the spell's duration, the target gains a flying speed equal to its walking speed, it has advantage on Wisdom and Charisma saving throws, and it regains 2 hit points for every 1 hit point it would normally regain.

The first time you cast hallucinatory terrain in this way, you can do so without expending a spell slot. Once you've done so, you can't do so again until you finish a long rest.

Circle of Wildfire

Druids of the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promoted later growth, and that entropy is the base of the universe. These druids draw energy from entropy, releasing it as cleansing fire to bring new life in destructive wake.

Circle Spells

2nd-level Circle of Wildfire feature

Your connection to nature and entropy grants access to some spells when you reach certain levels in this class as shown on the Circle of Wildfire spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Wildfire Spells
Druid Level Spells
2nd burning hands, cure wounds
3rd healing spirit, scorching ray
5th fireball, gaseous form
7th aura of life, wall of fire
9th conjure elemental, mass cure wounds

Fire Form

2nd-level Circle of Wildfire feature

You can release stored entropy in a disseminating wave like the origin of a fire. As a bonus action, you can expend a use of your Wild Shape to take on your fire form, rather than transforming into a beast, for 1 minute. It ends early if you dismiss it (no action required), are incapacitated, or die.

While in your fire form, you retain your game statistics, but you are enflamed and an aura of fire burns away from you. When you activate this feature, the aura extends to a range of 10 feet, and the aura increases in radius by 5 feet at the start of each of your turns.

The aura sheds bright light within its radius and dim light for an additional 10 feet. Any creature of your choice who starts its turn within you aura must make a Dexterity saving throw or take fire damage equal to 1d6 + half your druid level. In addition, when you target a creature within your aura with a spell that regains hit points, the creature regains an additional 1d6 hit points.

Burn Barrier

6th-level Circle of Wildfire feature

You learn to sculpt the flames within your fire form aura. When you activate your fire form, and as a bonus action while it's present, you can enflamed any creature within your aura while it remains in your aura. While enflamed, a creature has resistance to fire damage and it deals an extra 1d8 damage when it deals fire damage once per turn.

Rising Flame

10th-level Circle of Wildfire feature

Yyou gain a fly speed of 10 feet while in your fire form and can hover. In addition, your aura begins at 15 feet, instead of 10 feet, and enflamed creatures regain 2d6 hit points when targeted with a healing spell, instead of 1d6.

Stoke

14th-level Circle of Wildfire feature

Life grows rapidly in the wake of your flames. As an action while in your fire form, you can stoke your flames. Each enflamed creature in the aura regains 4d6 hit points, and any creature that is not enflamed must make a Constitution saving throw. On a failure a creature takes your fire form damage and is blinded until the end of its next turn. On a success, a creature takes half as much damage and is not blinded.

Once you use this action, you can’t do so again until you use your Wild Shape again.

Chapter 6: Fighter

The fighter class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fighting Style Options

1st-level fighter feature

When you choose a fighting style, the following styles are added to your list of options at your DM's discretion.

Akimbo

You can engage in two-weapon fighting with any ranged weapon with the light property, and you don't need a free hand to load ammunition into a one-handed weapon.

Close-Quarter

You can use a weapon with the ammunition property as a melee weapon with the finesse property that deals 1d6 bludgeoning damage or 1d8 bludgeoning if it has the heavy property. You are proficient in its use.

Grounded

At the start of your turn, if you aren't incapacitated, you can reduce your speed to 0 until the start of your next turn. If you do, you can make one opportunity attack before the start of your next turn without using your reaction.

Mariner

You gain a swimming speed equal to your walking speed, and when you hit with a melee weapon attack while underwater, you gain a +2 bonus to the damage roll.

Simplicity

You have a +1 bonus to attack rolls made with simple weapons, and the damage die of simple weapons increases by one size for you. For example, 1d4 would become 1d6.

Action Packed

20th-level fighter feature, which replaces the Extra Attack (3) feature

Fighting is an instinct, a reflex, the true nature of your being, such that you can work it into every aspect of your life. When you take the Attack action, you can take one other action as part of the same action.

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Lore

3rd-level Arcane Archer feature

You learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Arcane Shot

3rd-level Arcane Archer feature

You learn to infuse your ammunition with magic. Over the course of 10 minutes, which can be accomplished during a short or long rest, you can transmute a quiver or crossbow bolt case such that it infuses the ammunition with magical properties while you carry it.

Attacks made with infused ammunition are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and when you draw one from its container, you can use a bonus action to magnify its arcane infusion, choosing one of Arcane Shot Options to apply to the shot when you take the Attack action on your turn with that ammunition.

You have a number of uses of this bonus action equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Scouting Shot

7th-level Arcane Archer feature

You learn to blend your consciousness with the magic ammunition you fire. As an action, you transport your senses into a piece of magical ammunition that you have fired within the last minute. When you do so, you can see and hear from the ammunition's space until the start of your next turn or until the ammunition is reduced to 0 hit points. During this time, you are deaf and blind with regard to your own senses.

Catch and Release

10th-level Arcane Archer feature

You've developed an uncanny ability to snag errant shots. When a creature misses you with a ranged attack, you can use your reaction to catch the errant ammunition or spell and transmute it into your own. Make a ranged weapon attack, on a hit against a creature within your weapon's normal range. On a hit, the creature becomes the target of the attack that missed you.

Ever Ready Shot

15th-level Arcane Archer feature

You can make a single ranged weapon attack when you roll for initiative and you aren't surprised.

Arcane Surge

18th-level Arcane Archer feature

Your magic spikes with your adrenaline. When you use your Action Surge to take the Attack action, you can use an Arcane Shot without using a bonus action or expending a use of the feature.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banisher

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the ammunition must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the ammunition hits it.

Beguiler

Your enchantment magic causes this ammunition to temporarily beguile its target. The creature hit by the ammunition takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Burster

You imbue your ammunition with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the ammunition hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebler

You weave necromantic magic into your ammunition. The creature hit by the ammunition takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Grasper

When this ammunition strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the ammunition takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Piercer

You use transmutation magic to give your ammunition an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ammunition shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The ammunition passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the ammunition, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeker

Using divination magic, you grant your ammunition the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The ammunition flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the ammunition, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Shadow

You weave illusion magic into your ammunition, causing it to occlude your foe’s vision with shadows. The creature hit by the ammunition takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Incredible Athlete

3rd-level Champion feature

Your physical excellence is apparent. You gain proficiency with the Athletics and Acrobatics skills. If you already have one or more of these proficiencies, you can choose another Strength or Dexterity skill to replace it with.

Additionally, when you engage in a skill contest that uses Strength or Athletics you can be truly remarkable. When you do so, you can choose to your Strength or Dexterity score in place of the roll's result. You can make this choice after you see the result of the roll but must do so before the DM resolves the contest.

Once you replace a roll in this way, you can do so again until you finish a short or long rest.

Gladiator

3rd-level Champion feature

Your physical excellence draws dramatic attention. Your weapon attacks score a critical hit on a roll of 19 or 20, and when you score a critical hit on a hostile creature, you can embellish the attack. When you do so, you grant each creature of your choice other than you within 30 feet that can see you advantage on the next attack roll or ability check it makes before the end of its next turn.

Natural Victor

7th-level Champion feature

You're familiarity with winning empowers you to expect success. You can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Charisma check you make that doesn’t already use your proficiency bonus.

Additionally, if you take the Attack action on your turn and miss with two of the attacks you make, you can immediately make one additional attack as part of the same action.

Uncontested

10th-level Champion feature

You can add your proficiency bonus to any check made as a part of a contested roll. If you would already add your proficiency bonus to this check, you can add the bonus twice instead of once.

Additionally, when you succeed on a Strength or Dexterity check contested by a hostile creature, you regain an expended use of your Second Wind.

Supremely Remarkable

15th-level Champion feature

Your weapon attacks score a critical hit on a roll of 18–20. In addition, you also benefit from your Gladiator embellishment.

Survivor

18th-level Champion feature

You attain the pinnacle of resilience. When you use your Indomitable to reroll a Strength or Dexterity saving throw, you can succeed regardless of your new roll.

Additionally, at the start of each of your turns, you regain hit points equal to your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Chapter 7: Monk

The monk class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a monk. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Ki Option

2nd-level monk feature

When you gain the ki feature, the following feature is added to your list of options.

Ki-Infused Breath

You can spend 1 ki point as an action to breathe underwater for 1 hour.

Strike the Mind

13th-level monk feature

You learn to assault the minds of those you touch. When you hit a creature with an unarmed strike, you can spend a number of ki point to deal additional psychic damage to the creature. The damage equals one roll of your Martial Arts die for each ki point you spend (to a maximum of 5).

Exhuasting Strike

15th-level monk feature

You learn to overwhelm the ki of others, exhausting them of their life force. When you hit a creature that is stunned with a melee attack, you can spend 1 ki point to attempt an exhausting strike. The target must succeed on a Constitution saving throw or suffer a level of exhaustion.

Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Bend Environment

3rd-level Way of the Elements feature

Your ki allows you to shape the elements to your will. You learn the control flames, gust, mold earth, and shape water cantrips.

Elemental Ki

3rd-level Way of the Elements feature

You become like the elements when you use your ki. When you finish a short or long rest, you can harness two elements from the list below, gaining the benefits of each until you finish a short or long rest.

Air. When you use your Step of the Wind feature, you can bend your like the breeze to gain the benefits of both the Dash and Disengage actions.

Earth. When you use your Patient Defense feature, you can brace yourself with the hardiness of the ground. When you do so, you also have advantage on Strength and Constitution saving throws.

Fire. When you spend a ki point with your Deflect Missiles feature, you can burn a path of flaming retribution. The missile catches flame and deals additional fire damage equal to one roll of your Martial Arts die. In addition, each creature within 5 feet of the missile's path must make a Dexterity saving throw or take this additional fire damage.

Water. When you hit with an unarmed strike using your Flurry of Blows feature, you can surge like the tides. When you do so, you can force the target to make a Strength saving throw. On a failure, the target takes additional damage equal to one roll of your Martial Arts die and it is pushed 5 feet.

When you reach 11th level, you can harness three elements, and when you reach 17th, you can harness all four.

Redirect Energies

6th-level Way of the Elements feature

Your ki inhales extremity and exhales elemental control. You are immune to the effects of Extreme Cold and Extreme Heat, and while you are in the presence of such weather, you can choose to deal cold or fire damage, respectively, with your unarmed strikes instead of the attack's normal bludgeoning damage.

Additionally, you can spend 2 ki points to cast the absorb elements spell at 1st level. You can spend additional ki points to increase the level. The spell’s level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is equal to half your monk level.

Attune Element

11th-level Way of the Elements feature

You can meditate on the nature of an element to harness it within your ki. When you finish a short or long rest, you can cast protection from energy on yourself without requiring concentration.

Additionally, you can spend 4 ki points to cast protection from energy as an action. When you do so, the duration increases to 8 hours, instead of 1 hour, and if you are protected from the same damage type, you have advantage on saving throws to maintain concentration on this casting.

Ordered Chaos

17th-level Way of the Elements feature

You learn to channel the Elemental Chaos into your body. As a bonus action, you can spend 4 ki points to create a swirling aura of elemental energies around you to a range of 15 feet for 1 minute. Whenever a creature of your choice enters the aura for the first time or starts its turn there, you can force it to make a Dexterity saving throw. On a failed save, the creature takes 2d10 damage of your choice of bludgeoning, cold, fire, lightning, or slashing. On a success, a creature takes half as much damage.

Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Artistry

3rd-level Way of the Kensei feature

You learn to wield weapons with the grace of pens and silks. You gain proficiency with calligrapher's supplies and your choice of the Acrobatics or Performance skill.

Additionally, while you are wielding a monk weapon in one or both hands, your proficiency bonus is doubled for your chosen skill.

Extension

3rd-level Way of the Kensei feature

You are proficient with all melee weapons that lack the two-handed or heavy properties, and they are considered monk weapons for you.

Additionally, when you take the Attack action using a monk weapon, you can choose to extend your reach 5 feet greater than normal for that attack, and when you use your Flurry of Blows, you can replace both of your unarmed strikes with a single melee attack made with a monk weapon. You can replace all unarmed strikes from your Flurry of Blows with melee attacks made with a monk weapon when you reach 11th level.

When you use your Flurry of Blows this way, your AC increases by 2 until the start of your next turn as you block attacks with that weapon.

Precision

6th-level Way of the Kensei feature

You've learned to hone your ki to strike with deadly precision. When you hit a target with a monk weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die.

Devotion

11th-level Way of the Kensei feature

Your diligence and devotion to your art hone your reflexes. When you miss with an attack roll using a monk weapon on your turn, you can use your reaction to reroll the attack with advantage.

Mastery

17th-level Way of the Kensei feature

You are peerless among warriors. As an action, you can spend 3 ki points and use your speed to vanish from perception. Choose up to five creatures you can see within 60 feet of you and make a melee weapon attack against each target. You reappear in an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Way of the Sun Soul

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Inner Light

3rd-level Way of the Sun Soul feature

You learn to coax the inner light of your ki. You learn your choice of the dancing lights or light cantrip. You can cast it without requiring components, and Wisdom is your spellcasting ability for it.

Additionally, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Radiant Bolt

3rd-level Way of the Sun Soul feature

You learn to manifest your ki as darts of energy. You gain a new attack option that you can use with your Attack action, called a Radiant Bolt. You can create a bolt in a free hand (no action required). It has the following properties:

  • It deals damage equal to your Martial Arts die, and its damage type is radiant.
  • You add your Wisdom modifier to attack and damage rolls for this ranged weapon attack.
  • It has a range of 30/60, though these ranges increase by 10 feet each time your Martial Arts die increases in size.

Whenever you would be able to make an unarmed strike, you can choose to substitute your unarmed strike for an attack made with your radiant bolt.

Brilliant Flash

6th-level Way of the Sun Soul feature

You learn to expand your inner light rapidly, blinding those around you. As an action, you can expend 2 ki points to emit a flash of bright light in a 15-foot-radius sphere centered on yourself. Each creature of your choice within range that can see must a Constitution saving throw. On a failure, a creature takes radiant damage equal to two rolls of your Martial Arts die and is blinded for 1 minute. On a success, a creature is not blinded and takes half as much damage. A blinded creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

You can spend additional ki points to increase the damage. For each additional ki point you spend, you can increase the damage by one Martial Art die. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Photosynthetic

11th-level Way of the Sun Soul feature

You recognize the power of solar ki, and how to draw it into yourself. When you start your turn in an area of bright light or sunlight, you gain a number of temporary hit points equal to your Wisdom modifier.

Additionally, as an action while you are in an area of bright light or sunlight, you can absorb solar ki. When you do so, you regain 2 ki points and a number of hit points equal to your 3 times your monk level.

Once you use your action in this way, you can't do so again until you finish a long rest.

Unleash Light

17th-level Way of the Sun Soul feature

You learn to ignite the light within a creature to burn it up from the inside. When you hit a creature with an unarmed strike or a radiant bolt, you can spend 4 ki points to ignite the creature. An ignited creature emits bright light in a 10-foot-radius, 10-mile-high cylinder for 1 minute, and can't benefit from the invisible condition or being hidden. In addition, it must make a Constitution saving throw, taking 4d10 radiant damage and 4d10 fire damage on a failed save, or half as much damage on a success.

Chapter 8: Paladin

The paladin class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a paladin. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fighting Style Options

2nd-level paladin feature

When you choose a fighting style, the following styles are added to your list of options at your DM's discretion.

Close-Quarter

You can use a weapon with the ammunition property as a melee weapon with the finesse property that deals 1d6 bludgeoning damage or 1d8 bludgeoning if it has the heavy property. You are proficient in its use.

Grounded

At the start of your turn, if you aren't incapacitated, you can reduce your speed to 0 until the start of your next turn. If you do, you can make one opportunity attack before the start of your next turn without using your reaction.

Simplicity

You have a +1 bonus to attack rolls made with simple weapons, and the damage die of simple weapons increases by one size for you. For example, 1d4 would become 1d6.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don’t lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells
3rd bless, healing word
5th aid, healing spirit
9th beacon of hope, mass healing word
13th aura of life, guardian of faith
17th holy weapon, mass cure wounds

Channel Divinity

3rd-level Oath of Devotion feature

You gain the following two Channel Divinity options.

Devote Mind. When you cast a paladin spell that requires concentration, you can use your Channel Divinity to devote your mind to your service of good rather than on the spell. When you do so, the spell no longer requires concentration, instead lasting for the duration.

Greater Good. You use your Channel Divinity to hold yourself to the highest of standards: self-sacrifice. As an action, you can present your holy symbol and draw a number of hit points from your Lay on Hands pool. When you do so, each creature of your choice that you can see within 30 feet of you regains that number of hit points and you take an equal number of necrotic damage.

Aura of Care

7th-level Oath of Devotion feature

You emit an aura of care while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll a die or dice to regain hit points, the creature gains a bonus to one roll equal to your Charisma modifier.

At 18th level, the range of this aura increases to 30 feet.

Cleansing Presence

15th-level Oath of Devotion feature

When you use your Lay on Hands, you can expend 15 hit points from your Lay on Hands pool to cure the target of one condition or reduce one level of exhaustion affecting it. You can cure multiple conditions and neutralize multiple levels of exhaustion with a single use of Lay on Hands, expending hit points separately for each one.

Savior Angel

20th-level Oath of Devotion feature

You can assume a form of angelic idealism as an action, gaining the following benefits for 1 minute:

  • You gain a flying speed of 60 feet.
  • Your Lay on Hands pool regains 10 hit points at the start of each of your turns.
  • You have resistance to necrotic damage.
  • You can use your Lay on Hands as a bonus action.

Once you use this feature, you can't do so again until you finish a long rest.

Chapter 9: Ranger

The ranger class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Friend of Nature

1st-level ranger feature, which replaces the Natural Explorer feature

When you call, nature's denizens answer and offer you aid. Over the course of 10 minutes, you can conduct a ritual that attracts the attention of a number of beasts within 1 mile of you. At the end of the ritual, a number of Medium beasts equal to 1 + your proficiency bonus gather within 10 feet of you. Your DM determines the beasts that appear, though they can be of a CR no greater than 1/4, and will provide their statistics if necessary.

These beasts are friendly to you and your companions, are considered trained mounts, and are considered to be Large beasts for the purposes of determining carrying capacity and what creatures are able to mount them. They can accompany you for 8 hours, until you dismiss them (no action required), or until your allies are attacked by hostile creatures, at which point they use their first turn in combat to buck their rider and take the Dash action to flee.

While they accompany you, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • You have advantage on Wisdom (Survival) checks to find shelter provided by natural structures.

At 6th level, the maximim CR of these beast increases to 1/2, they no longer flee when you are attacked, and you can use them as trained mounts in combat. At 10th level, the maximum CR of these beasts increases to 1.

Fighting Style Options

2nd-level ranger feature

When you choose a fighting style, the following styles are added to your list of options at your DM's discretion.

Akimbo

You can engage in two-weapon fighting with any ranged weapon with the light property, and you don't need a free hand to load ammunition into a one-handed weapon.

Mariner

You gain a swimming speed equal to your walking speed, and when you hit with a melee weapon attack while underwater, you gain a +2 bonus to the damage roll.

Simplicity

You have a +1 bonus to attack rolls made with simple weapons, and the damage die of simple weapons increases by one size for you. For example, 1d4 would become 1d6.

Spellcasting

2nd-level ranger feature, which replaces the Spellcasting feature

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these ranger 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 ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + your ranger level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 15, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in contemplation outdoors: 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 ranger 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 ranger spells.

Archetypal Spells

3rd-level ranger feature, which modifies the Ranger Archetype feature

Each Ranger Archetype gains a list of associated spells. You gain access to these spells at the levels specified in the archetype description. Once you gain access to a archetypal spell, you always have it prepared, it doesn’t count against the number of spells you can prepare each day, and it is a ranger spell for you.

Beast Master Magic

3rd-level Beast Master feature

You gain archetypal spells at the Ranger levels listed.

Beast Master Spells
Ranger Level Spells
3rd sanctuary
5th enlarge/reduce
9th catnapXGE
13th dominate beast
17th awaken

Drakewarden Magic

3rd-level Drakewarden feature

You gain archetypal spells at the Ranger levels listed.

Drakewarden Spells
Ranger Level Spells
3rd protection from evil and good
5th dragon's breathXGE
9th fear
13th charm monsterXGE
17th summon draconic spiritFTD
Archetypal Spells Prepared

The Achetypal Spells feature assumes that you are using the Prepared Spellcasting OCF presented in this chapter. If you are using normal Ranger spellcasting, you learn the spells instead of prepare them.

Master Explorer

10th-level ranger feature, which replaces the Hide in Plain Sight feature

Your knowledge of the natural and wild places of the world allows you to interact with them like no other. Over the course of 1 hour, which can be accomplished during a short or long rest, you can employ a combination of magical and traditional survival techniques to gain knowledge of the terrain within a number of miles equal to twice your proficiency bonus. When you do so, you learn two of the following details of your choice:

  • The location of and distance to any settlements of fifty or more Fey, Fiends, Giants, Humanoids, and/or Undead, such as a large campsite, populated crypt, or city.
  • The location of and distance to any ruins or abandoned settlements in the area.
  • The names of Beasts and Monstrosities common to the area.
  • If there are any magical or unnatural effects influencing the natural features of the area, such as those created by a black dragon's regional effects, a plant growth spell, or a magical phenomenon, and what effects are being created, but not their exact locations or what is causing them.
  • Each terrain type present in the area.

Apex Predator

20th-level ranger feature, which replaces the Foe Slayer feature

You hunt, move, and survive like no other. When you roll for initiative and aren't surprised, you can immediately enter a state of uncanny predation, which lasts for 1 minute, until you end it (no action required), or you are knocked unconscious. While in this state, you gain the following benefits:

  • When you take the Attack action, you can cast a ranger spell with a casting time of 1 bonus action as a part of that action.
  • You ignore the concentration requirements of ranger spells cast at 2nd level or lower. A spell you cast this way ends if you cast it again.
  • Your speed increases by 10 feet.
  • You have advantage on all saving throws and contested ability checks if you can see the creature that forced the saving throw or competes in the check.

Once you enter this state, you can't do so again until you finish a short or long rest.

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter Magic

3rd-level Hunter feature

You gain archetypal spells at the Ranger levels listed.

Hunter Spells
Ranger Level Spells
3rd hunter's mark
5th see invisibility
9th clairvoyance
13th locate creature
17th scrying

Informed Hunter

3rd-level Hunter feature

You adapt to the enemy of the day. When you finish a long rest, you can choose one of the following features, gaining its benefits until you choose a different one.

Colossus Slayer. When you hit a creature that is Large or larger with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Pursuant Trapper. As an action, you can designate a creature that you're aware of, such as Strahd von Zarovich or an owlbear. While the creature is within 300 feet of you, your movement speed doubles and once on each of your turns when you hit that creature with a weapon attack, you reduce its movement speed by half.

Tactical Defender

7th-level Hunter feature

When you finish a long rest, you can choose one of the following features, gaining its benefits until you choose a different one.

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.

Stand Firm. You have advantage on Strength and Constitution saving throws made to resist nonmagical effects created by creatures, such a giant elk's Charge or a white dragon's Breath Weapon.

Withstand the Horde. Your AC increases by 1 for each hostile creature within 5 feet of you.

Multiattacker

11th-level Hunter feature

You choose your fighting style to better match your enemies. When you finish a long rest, you can choose one of the following features, gaining its benefits until you choose a different one.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Additionally, each time you use this feature to choose a feature, you can replace your choice of Fighting Style chosen at 2nd level with a different option provided to rangers.

Superior Defense

15th-level Hunter feature

Your Tactical Defender features increase in effectiveness. You gain the following benefits when you choose the corresponding Defensive Tactics.

  • The best defense is a good offense. When a creature hits you with a subsequent attack while you benefit from your Multiattack Defense's AC bonus, you can use your reaction to make a weapon attack against the creature.
  • Sometimes standing still is the wrong choice. When you are forced to make a saving throw with advantage using your Stand Firm, you can instead use your reaction to immediately move up to half your speed without provoking opportunity attacks. If you leave the targeted area of the effect, you no longer make the saving throw, evading the effect.
  • The friend of your enemy is your friend. When you are targeted by a weapon attack while benefiting from your Withstand the Horde, you can use your reaction to deflect the attack into a creature within 5 feet of you. The creature instead makes its attack against the creature, rolling an attack and damage as normal.

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.

Monster Slayer Magic

3rd-level Monster Slayer feature

You gain archetypal spells at the Ranger levels listed.

Hunter Spells
Ranger Level Spells
3rd protection against good and evil
5th spider climb
9th daylight
13th greater invisibility
17th dispel evil and good

Slay Sense

3rd-level Monster Slayer feature

You gain the ability to peer at a creature and magically discern how best to hurt it. As a bonus action, you can choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you lean that but nothing else.

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.

Slayer's Prey

3rd-level Monster Slayer feature

You can focus your ire on one foe at the drop of a hat. When you roll for initiative and you aren't surprised or as a bonus action on your turn, you can designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

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

Supernatural Defense

7th-level Monster Slayer feature

You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey or a creature on whom you'ved Slay Sense forces you to make a saving throw, you can add 1d6 to your roll.

Monstrous Self

11th-level Monster Slayer feature

To defeat monsters you must become monstrous yourself. Over the course of a long rest, you can conduct a ritual that magically transforms you to better hunt your prey for a time. At the end of the ritual, you can choose one of the following features, gaining its benefit until you finish a long rest.

  • Aberration. You are always under the effects of see invisibility unless you choose not to be.
  • Beast. You can cast dominate beast once without expending a spell slot.
  • Celestial. You add an additional 1d8 to healing spells you cast.
  • Construct. You are immune to poison and disease.
  • Dragon. You can cast fear once without expending a spell slot. When you do so, it is considered a ranger spell for you.
  • Elemental. You gain resistance to your choice of acid, bludgeoning, cold, fire, lightning, or thunder damage.
  • Fey. You have advantage on saving throws against being charmed or frightened, and you can never suffer either condition for longer than 1 minute continuously.
  • Fiend. You can cast hellish rebuke at 3rd-level once without expending a spell slot. When you do so, it is considered a ranger spell for you.
  • Giant. Your reach increases by 5 feet and you have advantage on Strength checks and Strength saving throws.
  • Monstrosity. You can cast fly targeting yourself once without expending a spell slot. When you do so, it is considered a ranger spell for you.
  • Ooze. You can move through a space as narrow as 1 inch wide without squeezing and you can cast spider climb once without expending a spell slot.
  • Plant. You can cast speak with plants at will without expending a spell slot.
  • Undead. You don't need to eat, sleep, or breathe, and you have resistance to necrotic damage.

Slayer's Counter

15th-level Monster Slayer feature

You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Chapter 10: Rogue

The rogue class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a rogue. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Remarkable Finesse

11th-level rogue feature

Your movements become effortless, extending your natural finesse to the most brutal of objects. While you are wielding a melee weapon with which you are proficient, it gains the finesse property if it doesn't have it already.

Roguish Archetype: Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Murder Kit

3rd-level Assassin feature

You gain proficiency with the disguise kit and the poisoner’s kit.

Additionally, over the course of a short or long rest, you can convert 50 gp of materials into a Basic Poison (see Chapter 5 in the Player's Handbook for more information) using your poisoner's kit. When you do so, the poison becomes enhanced for 1 hour, after which it reverts into a normal Basic Poison. While enhanced, the poison's save DC increases by an amount equal to half your rogue level, it deals poison damage equal to half your Sneak Attack dice instead of 1d4, and it remains potent for 1 hour instead of 1 minute.

Removal

3rd-level Assassin feature

You excel at removing targets from the field of play. While you're hidden from a creature, your weapon attacks against it score a critical hit on a roll of 19 or 20.

Additionally, when you deal Sneak Attack damage to a creature on your first turn in combat, you can attempt to silence it. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the end of its next turn. While stunned in this way, the creature can't speak or make sounds with its that can be heard more than 5 feet from the creature's space.

Infiltration Expertise

9th-level Assassin feature

You've perfected the creation of false identities and social infiltration. While you are disguised, such as with a disguise kit, and you aren't disguised as someone else who exists, other creatures believe you are the person you've disguised yourself as until given an obvious reason not to.

Additionally, while disguised in this way, you are considered hidden when making an attack against a creature that believes your identity. Once a creature sees you making an attack while disguised, you can't gain this benefit against that creature using your current identity.

Efficient Executioner

13th-level Assassin feature

Your murder kit expands. You gain proficiency with the forgery kit and another tool of your choice, which you can use to establish a false identity.

Additionally, when you deal Sneak Attack damage to a creature on your first turn in combat, you can forgo silencing it. When you do so, you can immediately make another weapon attack against the creature.

Death Strike

17th-level Assassin feature

Moving while hidden does not reveal your position. In addition, when you make a weapon attack against a creature while hidden from it, you can roll twice as many d20s for the attack roll. If two or more of the results on the dice would score a critical hit, you can roll additional dice for each additional result past the first. For example, if you roll a 4, 12, 19, and 20, you would roll the damage dice three times, rather than twice.

Chapter 11: Sorcerer

The sorcerer class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Origin Spells

1st-level sorcerer feature, which modifies the Sorcerous Origin feature

Each Sorcerous Origin gains a list of associated spells. You gain access to these spells at the levels specified in the origin description. Once you gain access to a origin spell, you know it, it doesn't count against your number of spells known, and it counts as a sorcerer spell for you.

Divine Origin Spells

1st-level Divine Soul feature, which replaces the Divine Magic feature

You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or evocation spell from the cleric, sorcerer, or paladin spell list.

Divine Spells
Sorcerer Level Spells
1st detect evil and good, guiding bolt
2nd augury, prayer of healing
3rd clairvoyance, mass healing word
4th divination, sickening radiance
5th holy weapon, scrying
Tasha's Sorcerers

The Aberrant Mind and Clockwork Soul origins already include origin spells. As such, the Psionic Spells and Clockwork Magic features should be considered renamed to Aberrant Origin Spells and Clockwork Origin Spells, respectively, alongside this feature.


Draconic Origin Spells

1st-level Draconic Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the sorcerer, warlock, or wizard spell list.

Draconic Spells
Sorcerer Level Spells
1st chaos bolt, feather fall
2nd dragon's breath, scorching ray
3rd fly, pulse wave
4th elemental bane, fire shield
5th skill empowerment, wall of force

Shadow Origin Spells

1st-level Shadow Magic feature

You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or necromancy spell from the sorcerer, warlock, or wizard spell list.

Shadow Spells
Sorcerer Level Spells
1st arms of Hadar, ray of sickness
2nd ray of enfeeblement
3rd hunger of Hadar, vampiric touch
4th black tentacles, shadow of moil
5th enervation, negative energy flood

Storm Origin Spells

1st-level Storm Sorcery feature

You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be conjuration or evocation spell from the druid, sorcerer, or wizard spell list.

Storm Spells
Sorcerer Level Spells
1st ice knife, thunderwave
2nd dust devil, gust of wind
3rd lightning bolt, thunder step
4th ice storm, storm sphere
5th control winds, maelstrom

Wild Origin Spells

1st-level Wild Magic feature

You learn additional spells when you reach certain levels in this class, as shown on the Wild Spells table. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be decided by rolling 2d4 on the Replace with Chaos Tables.

Wild Spells
Sorcerer Level Spells
1st chaos bolt, magic missile
2nd blur, fortune's favor
3rd blink, counterspell
4th confusion, polymorph
5th contact other plane, reincarnate
Replace with Chaos Tables
d4 Spell List
1 Wizard
2 Warlock
3 Sorcerer
4 Any
d4 Spell School
1 Conjuration
2 Evocation
3 Transmutation
4 Any
Automatic Origin Metamagics

Optionally, DMs can grant players that meet the prerequisites for all origin-specific metamagics those metamagic options at 3rd level, or allow the player to choose one each time they gain an additional metamagic. In each case, the metamagic options don't count against the number of metamagics known.

Origin-Specific Metamagic

3rd-level sorcerer feature

When you choose Metamagic options, you have access to the following additional options. You must meet the metamagic's sorcerous origin prerequisite to choose it.

Bypassing Spell

Prerequisite: Clockwork Soul Sorcerous Origin

When you cast a damaging spell that targets one creature, you can spend 2 sorcery points to cause the it to magically bypass defenses. For the purposes of the spell, the targeted creature can't benefit from being under the effects of a spell that grants it a bonus to its AC, or a spell that changes its AC, such as the barkskin or mage armor spells, and temporary hit points don't take the spell's damage.

Calculated Spell

Prerequisite: Clockwork Soul Sorcerous Origin

When you cast a spell that requires you to roll a die or dice for a purpose other than damage rolls, you can spend 2 sorcery points to choose the average value of the die or dice instead of rolling.

Chaotic Spell

Prerequisite: Wild Magic Sorcerous Origin

When you cast a spell that requires a saving throw to avoid being inflicted with a condition, you can spend 2 sorcery points to fold chaos into the condition. While the creature is under the effects of the condition, you can force it to reroll any die it rolls that isn't a d20 and choose either roll.

Clandestine Spell

Prerequisite: Shadow Magic Sorcerous Origin

When you cast a spell that creates light, you can spend 1 sorcery point to designate a number of creatures up to your Charisma modifier. Only a designated creature can see the light created by the spell.

Cleansing Spell

Prerequisite: Divine Soul Sorcerous Origin

When you cast a spell that targets a single creature, you can spend 3 sorcery points to cure the target of all disease, poison, and any one condition from blinded or deafened.

Cyclonic Spell

Prerequisite: Storm Sorcery Sorcerous Origin

When you cast a spell that targets a sphere, cone, or cylinder and has a duration of 1 minute or greater, you can spend 2 sorcery points to make the spell's area harder to escape. The spell's area is difficult terrain, and a creature that fails its saving throw against the spell is pulled 5 feet towards the center of the spell's area and can't willingly leave the spell's area until the start of its next turn.

Gale Spell

Prerequisite: Storm Sorcery Sorcerous Origin

When you cast a spell that targets a creature, you can spend 1 sorcery point to wreathe it in gale winds. Until the end of its next turn, its speed increases by 10 feet and its movement doesn't provoke opportunity attacks.

Illogical Spell

Prerequisite: Wild Magic Sorcerous Origin

When you cast a spell that targets a creature other than you, you can spend 3 sorcery points to force the creature to roll on the Wild Magic Table.

Inverted Spell

Prerequisite: Shadow Magic Sorcerous Origin

When you cast a spell that creates bright light, you can spend 2 sorcery points to change the bright light created to magical darkness.

Nightmarish Spell

Prerequisite: Aberrant Mind Sorcerous Origin

When you cast a spell that targets an area with a duration greater than instantaneous, you can spend 3 sorcery points to fill the area with nightmarish visions. A creature that looks upon it must make a Wisdom saving throw or be frightened by the illusion.

Obscuring Spell

Prerequisite: Shadow Magic Sorcerous Origin

When you cast a spell with a duration of 1 minute or greater that targets a creature, you can spend 1 sorcery point to shroud the creature in obscuring shadow. For the duration, the creature has advantage on Dexterity (Stealth) checks.

Puppeted Spell

Prerequisite: Aberrant Mind Sorcerous Origin

When you cast a spell, you can spend 1 sorcery point to force a creature you can see within 30 feet to provide the verbal and somatic components of the casting.

You can use Puppeted Spell even if you have already used a different Metamagic option during the casting of the spell.

Rising Spell

Prerequisite: Divine Soul Sorcerous Origin

When you cast a spell that restores hit points, you can spend 1 sorcery point to lift a creature affected by the spell 5 feet into the air or from prone.

Roared Spell

Prerequisite: Draconic Bloodline Sorcerous Origin

When you cast a spell with a verbal component, you can spend a number of sorcery points (up to 3) to roar the component with magical might. For each point you expend, the target or targets of the spell are pushed back 10 feet.

Scaled Spell

Prerequisite: Draconic Bloodline Sorcerous Origin

When you cast a spell with a range of self or touch, you can spend 2 sorcery points to imbue it with the scaled protection of dragons. The target gains a +2 bonus to its AC for the duration.

Squared Spell

Prerequisite: Clockwork Soul Sorcerous Origin

When you cast a spell that fills a circle or sphere, you can spend 1 sorcery point to expand the spell to fill a square or cube, respectively, using the radius as the length of a side.

Surging Spell

Prerequisite: Wild Magic Sorcerous Origin

When you cast a spell that requires you to roll a die or dice, you can spend sorcery points equal to the die's size: 1 point for d12s, 2 for d10s, 3 for d8s, 4 for d6s, and 5 for d4s. (If the spell has more than one size of die, you choose only one.) If you roll a 1 on any of that size of dice, you can choose to instantly trigger a Wild Magic Surge.

Thunderous Spell

Prerequisite: Storm Sorcery Sorcerous Origin

When you cast a spell that deals lightning damage, you can spend a number of sorcery points equal to 1 + the spell's level (or 1 for a cantrip) to create a clap of magical thunder that deals thunder damage equal to the number of points spent to each creature within 15 feet of the target.

Turning Spell

Prerequisite: Divine Soul Sorcerous Origin

When you cast a spell that targets an Undead, you can spend 3 sorcery points to force each Undead targeted to make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Vain Spell

Prerequisite: Draconic Bloodline Sorcerous Origin

When you cast an Illusion spell, you can spend a number of sorcery points to fill it with draconic vanity. The number equals the spell's level (or 1 for a cantrip). Each creature that makes an ability check or saving throw to discern the truth of a vain spell must subtract your Charisma modifier from its roll. On a failure, a creature treats the illusion as if it were real and rationalizes any illogical outcomes from interacting with it.

Warp Spell

Prerequisite: Aberrant Mind Sorcerous Origin

When you cast a spell, you can spend any number of sorcery points to originate the spell from an unoccupied space you can see. The space can be a number of feet from you equal to 10 times the number of sorcery points you spend.

Explosive Font

20th-level sorcerer feature, which replaces Sorcerous Restoration

You are an explosive font of magic. As a bonus action, you can overload the magical power within you, breaking the barriers on spellcasting. For 1 minute, when you cast a spell of 5th level or lower, you subtract 1 sorcery point from the cost of any metamagics you apply to a spell.

Once you use this feature, you can't do so again until you finish a long rest.

Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from the physical construction of the universe and, perhaps, directly from the planet Mechanus. You, or someone from your lineage, might have become entangled in the machinations of the stars or the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in Mechanus' life. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Origin Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this as class, as shown on the Clockwork Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Clockwork Magic
Sorcerer Level Spells
1st grease, magic missile
3rd enlarge/reduce, immovable object
5th lightning bolt, tiny servant
7th gravity sinkhole, summon construct
9th animate objects, wall of force

Condense Probability

1st-level Clockwork Soul feature

You can invoke Mechanus' order to reduce variance in your spells. When you roll any number of dice for a sorcerer spell or Clockwork feature, except as part of an attack roll or ability check, you can choose to roll a die one size smaller instead. When you do so, you add the difference between the die sizes to the rolls. For example, a d12 becomes a d10 + 2, a d10 becomes a d8 + 2, and so on.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Bastion of Law

6th-level Clockwork Soul feature

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

The ward lasts until you finish a long rest or until you use this feature again.

Fairness of Movement

14th-level Clockwork Soul feature

You balance the scales by remaining unburdened. As a bonus action, you can enter a state of fairness for 1 minute, or until you are incapacitated. While in this state, you are under the effects of the freedom of movement spell, and you can use subsequent bonus actions to target a creature that you can see within 30 feet. If the creature has a movement speed that you do not, you gain that 30 feet of that speed until you target a different creature or until this feature ends.

Once you use this feature, you can't do so again until you finish a short or long rest.

Unbalanced Order

18th-level Clockwork Soul feature

You understand that to establish balance you must occasionally disrupt it. As an action, you speak an equation of universal law. Each creature within 60 feet that can hear you has its scales tipped in the direction of your choice (right or left) for 1 minute.

  • Tip Right. The universe leans in support. The creature has advantage on attack rolls and ability checks.
  • Tip Left. The universe bends in opposition. The creature can't benefit from advantage and its movement speed is halved.

Once you use this feature, you can't do so again until you finish a long rest.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Origin Spells

1st-level Draconic Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the sorcerer, warlock, or wizard spell list.

Draconic Spells
Sorcerer Level Spells
1st chaos bolt, feather fall
2nd dragon's breath, scorching ray
3rd fly, pulse wave
4th elemental bane, fire shield
5th skill empowerment, wall of force

Draconic Ancestor

1st-level Draconic Bloodline feature

You choose one type of dragon as your ancestor. If you cast a spell from the Draconic Magic table that deals acid, cold, lightning, fire, or poison damage, it can instead deal the damage type of your Draconic Ancestry.

Dragon Damage Type
Black, Copper Acid
Blue, Bronze Lightning
Brass, Gold, Red Fire
Green Poison
Silver, White Cold

Humanoid Drake

1st-level Draconic Bloodline feature

Your draconic bloodline affects your mind and body. You gain the following features:

  • You can speak, read, and write Draconic.
  • Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
  • When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

When you reach 6th level, you gain resistance to the damage type associated with your draconic ancestor.

Serpent Sense

6th-level Draconic Bloodline feature

Yyou learn to tap your draconic magic to empower your senses. You can spend 1 sorcery points as a bonus action to gain darkvision to a range of 60 feet for 1 minute.

Alternatively, you can spend 3 sorcery points as a bonus action to gain blindsight to a range of 10 feet for 1 minute.

Dragon Wings

14th-level Draconic Bloodline feature

you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Legendary Ancestor

18th-level Draconic Bloodline feature

Like your ancestor, you can shrug off that which should destroy you. When you fail a saving throw, you can choose to succeed instead.

Once you use this feature, you can't do so again until you finish a long rest or you spend 7 sorcery points to do so again.

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Storm Origin Spells

1st-level Storm Sorcery feature

You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be conjuration or evocation spell from the druid, sorcerer, or wizard spell list.

Storm Spells
Sorcerer Level Spells
1st ice knife, thunderwave
2nd dust devil, gust of wind
3rd lightning bolt, thunder step
4th ice storm, storm sphere
5th control winds, maelstrom

Wind Speaker

1st-level Storm Sorcery feature

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

1st-level Storm Sorcery feature

You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to a number of feet equal to 5 x your proficiency bonus without provoking opportunity attacks.

Heart of the Storm

6th-level Storm Sorcery feature

You gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, you can spend 1 sorcery point to make stormy magic erupt from you. This eruption causes creatures of your choice that you can see within a number of feet of you equal to 5 x your proficiency to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level (rounded down).

Storm Guide

6th-level Storm Sorcery feature

You gain the ability to subtly control the weather around you. You can use an action to cause it to start or stop raining in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

Additionally, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Storm's Fury

14th-level Storm Sorcery feature

When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to a number of feet away from you equal to 5 x your proficiency bonus.

Weathervane

18th-level Storm Sorcery feature

Your connection to storms is absolute. You learn the control weather spell, it doesn't count against your number of spells known, and you can cast it without expending a spell slot. When you do so, changes take place over 1 minute instead of 1d4 x 10 minutes, and you can move up to two steps in a direction at a time rather than one.

Once you cast control weather without expending a spell slot, you can't do so again until you finish a long rest.

Chapter 12: Warlock

The warlock class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a warlock. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Patron Invocations

2nd-level warlock feature

When you choose Eldritch Invocations, you can choose from the invocations that require a patron prerequisite. You must have the subclass patron listed in order to select it. These and other Eldritch Invocations are included at the end of these optional class features.

Pact Boon Option

3rd-level warlock feature

When you choose your Pact Boon feature, the following option is available to you.

Pact of the Shield

Your patron grants you a magical shield, called your pact shield, to protect you from harm. You are proficient with it and other shields, wielding it doesn't interfere with performing the somatic components of spells, and you can use it as an arcane focus for your warlock spells.

You can transform one magic shield into your pact shield by performing a special ritual while you hold the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can’t affect an artifact or a sentient shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it.

Additionally, you learn the shield spell, it doesn't count against your number of spells known, and when you cast the spell at higher levels, the bonus to AC increases by +1 for each slot level above 1st.

Eldritch Demand

20th-level warlock feature, which replaces the Eldritch Master feature

You can draw on your profound relationship with your patron to beseech their power. As an action, you can reduce your hit points by half your maximum, spilling your blood to bring an avatar of your patron to your side.

The avatar fills a 10-foot cube in a space you can see within 30 feet of you, it remains within 30 feet of you, moving with you, it is immune to all damage and conditions, and it remains for 10 minutes or until you are reduced to 0 hit points or you dismiss it (no action required). While the avatar remains you gain the following benefits:

  • If your total for a Charisma check is less than 5 + your Charisma score, you can cause the roll's result to become 5 + that score.
  • You have advantage on all saving throws and resistance to all damage.
  • Your spells can originate from the avatar's area, instead of from you, and you can add an extra 2d10 damage to one roll of a spell cast from the area.
  • As a bonus action, you can choose a creature that can see the avatar and force it to make a Wisdom saving throw against your spell save DC or become frightened or charmed (your choice) until your patron vanishes.
  • As an action, you can ask your patron a question, as if by the contact other plane spell, and your patron must answer truthfully, to the best of its ability.

Once you use this feature, you can't do so again for 7 days, or until you use your 9th level Mystic Arcanum to do so again.

Eldritch Invocation Options

When you choose eldritch invocations, you have access to additional options. Options are presented alphabetically.

Accursed Shell

Prerequisite: 9th-level warlock, Pact of the Shield feature

You can cast fire shield once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Additionally, When you cast fire shield, you can choose to instead activate an accursed shield, which grants you resistance to radiant damage and deals necrotic damage.

Alien Alliance

Prerequisite: The Great Old One Patron, Pact of the Chain feature

Your familiar's Intelligence score increases by 5, to a maximum of 20. In addition, when your familiar takes actions in combat, it can take any action available to it, including attacks with your telepathic approval.

Anchoring Tentacle

Prerequisite: 7th-level warlock, The Fathomless Patron

You can add your Charisma modifier to damage rolls made with your Tentacle of the Deep.

Additionally, when you make an attack with your tentacle and hit, you can choose to grapple the target instead of dealing damage if it is Large or smaller. The tentacle can't move or attack while it grapples a creature, and a creature can escape by making a Strength (Athletics) or Dexterity (Acrobatics) check contested by your spell save DC.

Babbling Blast

Prerequisite: eldritch blast cantrip, The Great Old One Patron

Once per turn when you hit a creature with your eldritch blast, you can choose to deal psychic damage, instead of force. When you do so, you can force the creature to make an Intelligence saving throw against your spell save DC or lose the ability to speak and comprehend languages other than telepathy until the start of your next turn.

Burning Blast

Prerequisite: eldritch blast cantrip, The Fiend Patron

Once per turn when you hit a creature with your eldritch blast, you can choose to ignite a flammable object it's wearing or carrying until the end of the creature's next turn. If it remains in contact with the object, it takes 1d4 fire damage at the end of its turn.

Bright Light

Prerequisite: 5th-level warlock, The Celestial Patron

The pool of d6s granted by your Healing Light feature becomes a pool of d8s.

Chained to the Depths

Prerequisite: The Fathomless Patron, Pact of the Chain feature

Your familiar gains a swimming speed equal to its walking speed and can breathe both air and water.

Additionally, while you and your familiar are both fully submerged, you can communicate with it telepathically at any distance on the same plane of existence.

Crystal Tome

Prerequisite: 7th-level warlock, Pact of the Tome feature

If you make an ability check, attack roll, or saving throw that lets you add your proficiency bonus, you can choose to treat a d20 roll of 9 or lower as a 10. You must finish a short or long rest before you can use this invocation again.

Death's Pet

Prerequisite: The Undead Patron, Pact of the Chain feature

Your familiar's creature type can be Undead, it gains immunity to poison and frightened, and it can't be reduced to 0 hit points while you are conscious, unless you wish it to. If it would be reduced to 0 hit points, it is instead reduced to 1 hit point.

Delayed Emergence

Prerequisite: 5th-level warlock

When you fail an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to delay the effect. Until the end of your next turn, you ignore the effects of the failed saving throw. You then immediately suffer the effects as if you just made the saving throw.

Once you use this invocation, you can't use it again until you finish a short or long rest.

Dreamer's Daggers

Prerequisite: The Archfey Patron, Pact of the Blade feature

You can bond with two pact weapons so long as they both have the light property. You can create both in your empty hands instead of only one, and when you engage in two-weapon fighting with your pact weapons, you can add your ability modifier to the damage of the second attack.

Eldritch Protection

Prerequisite: 5th-level warlock, Pact of the Shield feature

While you are wielding your pact shield, you can wield a second shield, gaining the benefits of both.

Enchain Fate

Prerequisite: 5th-level warlock, Pact of the Chain feature

When you take damage that would reduce you to 0 hit points and your familiar is within 30 feet of you, you can use your reaction to instead be reduced to 1 hit point and cause your familiar to drop to 0 hit points instead. You must finish a short or long rest before you can use this invocation again.

Evaluating Blast

Prerequisite: eldritch blast cantrip, The Genie Patron

When you hit a creature with your eldritch blast, you can choose to detect whether the creature is an Aberration, Celestial, Elemental, Fey, Fiend, or Undead as if by the detect evil and good spell. If it is, you immediately learn its immunities and resistances to damage types, if any.

Fey Blast

Prerequisite: eldritch blast cantrip, The Archfey Patron

Once on each of your turns when you hit a creature with your eldritch blast, you can force the creature to make a Charisma saving throw against your spell save DC or shed dim light until the next time it takes damage. While it sheds light, any attack roll against it has advantage if the attacker can see it, and it can’t benefit from being invisible.

Fiendishly Lucky

Prerequisite: 15th-level warlock, The Fiend Patron

The d10 offered by your Dark One's Own Luck is replaced by 2 d6s. In addition, you can use your Dark One's Own Luck twice, regaining all expended uses when you finish a short or long rest.

Fiendonomicon

Prerequisite: The Fiend Patron, Pact of the Tome feature

Fiends that die within 30 feet of your Book of Shadows remain for a number of hours equal to your proficiency bonus before becoming ichor, and a new page appears in your Book of Shadows. You can spend a number of hours to record the anatomic and arcane properties of a Fiend or its corpse that remains within 5 feet of you for the duration onto the page. The number equals twice the creature's challenge rating.

As an action, you can choose a completed page and summon the Fiend into an unoccupied space you can see within 30 feet of you as if by the summon greater demon spell, even if your choice is not a demon.

Once you've summoned a creature, you can't do so again until you finish a long rest.

Form of Nightmares

Prerequisite: 9th-level warlock, The Undead Patron

Your Form of Dread lasts for 10 minutes, instead of 1 minute, and when you force a creature to make a Wisdom saving throw against being frightened while in your Form of Dread, it has disadvantage on its saving throw if it is within 15 feet of you and can see you.

Greater Curse

Prerequisite: 15th-level warlock, The Hexblade Patron

Your Hexblade's Curse feature lasts for 10 minutes, instead of 1 minute, and any attack roll you make against the cursed target is a critical hit on a roll of 18–20.

Improved Pact Shield

Prerequisite: Pact of the Shield

Your pact shield grants a +1 magical bonus to your armor class, if it doesn't already, and to Dexterity saving throws you make while you wield it.

Inconceivable Identity

Prerequisite: 5th-level warlock, The Great Old One Patron

You can cast nondetection once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Mind Killer

Prerequisite: 9th-level warlock, Pact of the Blade feature

When you hit a creature with your pact weapon, you can expend a warlock spell slot to magically place a mark within its mind. This mark lasts for 24 hours or until you activate it. While the mark is within a creature’s mind, you can use an action to cause the mark to start burning at the creature’s mind. The creature takes 2d6 psychic damage per level of the spell slot spent to place the mark, and must make an Intelligence saving throw against your spell save DC or become frightened of everything it sees for 1 minute.

Noble Gifts

Prerequisite: 15th-level warlock, The Genie Patron

You have resistance to each of the damage types listed in the Elemental Gift feature.

Pages of Chaos

Prerequisite: The Genie Patron, Pact of the Tome feature

A new page appears in your Book of Shadows, containing secrets from all genies: dao, djinni, efreeti, and marid. When you learn a warlock spell, you can choose any spell from The Genie Expanded Spells and learn that spell too. Your choice doesn't count against your number of spells known and counts as a warlock spell for you.

You must have your Book of Shadows on your person in order to cast a spell learned this way.

Plunging Blast

Prerequisite: eldritch blast cantrip, The Fathomless Patron

Once on each of your turns when you hit a creature that is fully submerged in a liquid or is flying with your eldritch blast, you can force the creature to fall 30 feet straight down or until it hits ground, whichever is closer.

Sapping Blast

Prerequisite: eldritch blast cantrip, The Undead Patron

Once per turn when you hit a hostile creature with your eldritch blast, you can choose to deal necrotic damage, instead of force. When you do so, the creature's hit point maximum is reduced by the amount of necrotic damage taken until it completes a long rest, and you gain a number of temporary hit points equal to half your proficiency bonus (rounded down).

Slash and Blast

Prerequisite: eldritch blast cantrip, The Hexblade Patron

When you use your action to cast eldritch blast, you can use a bonus action to make an attack with your Hex Warrior weapon.

Second Chance

Prerequisite: 15th level

You can cast raise dead once without expending a spell slot or material components. A creature returned to life in this way is charmed by you, you know if it ever dies, and at any point while it lives you can use your action to cause the creature to die instantly. The creature's soul is aware of the nature of this effect before it chooses to return.

Spirit Chain

Prerequisite: The Celestial Patron, Pact of the Chain feature

Your familiar's creature type becomes your choice of Celestial or Undead, and it gains the following trait.

Incorporeal. The creature gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks and it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunblast

Prerequisite: eldritch blast cantrip, The Celestial Patron

When you cast eldritch blast, you can choose to deal radiant damage instead of force, and a creature hit by one of the spell's beams is swathed in sunlight until the end of its next turn, shedding bright light to a range of 5 feet and dim light an additional 5 feet.

Sword of Darkness

Prerequisite: The Hexblade Patron, Pact of the Blade feature

You learn the shadow bladeXGE spell, it doesn't count against your number of spells known, and while you wield the sword created by the spell, it counts as a bonded pact weapon, even if you have another weapon bonded already.

True Delirium

Prerequisite: 15th-level warlock, The Archfey Patron

The duration of your Dark Delirium feature increases to 1 hour, and creatures charmed or frightened by you in this way are also under the effects of the zone of truth spell.

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Celestial Expanded Spells
Spell Level Spells
1st cure wounds, guiding bolt
2nd lesser restoration, prayer of healing
3rd revivify, spirit guardians
4th aura of life, divination
5th greater restoration, mass cure wounds

Divine Knowledge

1st-level Celestial feature

You gain proficiency with your choice of History or Religion.

Additionally, you can use a holy symbol as a spellcasting focus for your warlock spells and you learn the spare the dying cantrip, which doesn't count against your number of cantrips known.

Healing Light

1st-level Celestial feature

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Elysian Evocation

6th-level Celestial feature

The celestial energy you evoke is gifted with your patron's power. When you cast an evocation spell of 1st level or higher, you can add your Charisma modifier to one healing or damage roll of that spell against one of its targets.

Celestial Resilience

10th-level Celestial feature

You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Intercept at the Tunnel

14th-level Celestial feature

Your patron gifts upon you sight into death. When a creature you can see within 60 feet of you dies outright or fails its final death saving throw, you know it and you can use your reaction to retrieve the creature's soul as it follows the light at the end of the tunnel. When you do so, expend any number of dice from your Healing Light pool and restore the creature to life with a number of hit points equal to the total. The creature can immediately stand if it chooses, and each creature of your choice within 10 feet of it must make a Constitution saving throw against your spell save DC or take radiant damage equal to 2d6 + your Charisma modifier.

Once you have used your reaction in this way, you can't do so again until you finish a long rest.

Expanded Mystic Arcanum

When you choose your Mystic Arcanum, the following spells are added to the warlock spell list for you at your DM's discretion.

6th level
  • heal
  • sunbeam
7th level
  • divine word
  • resurrection
8th level
  • holy aura
  • sunburst
9th level
  • mass heal
  • true resurrection

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Great Old One Expanded Spells
Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd phantasmal force, Tasha's mind whip
3rd nondetection, sending
4th confusion, phantasmal killer
5th dominate person, Rary's telepathic bond

Expanded Mystic Arcanum

When you choose your Mystic Arcanum, the following spells are added to the warlock spell list for you at your DM's discretion.

6th level
  • find the path
  • programmed illusion
7th level
  • mirage arcane
  • project image
8th level
  • mind blank
  • telepathy
9th level
  • wish

Awakened Mind

1st-level Great Old One feature

Your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature understand at least one language.

Additionally, when you target a creature with a spell that deals psychic damage, you can choose to deliver the spell's verbal component telepathically and ignore any additional components it has. When you do so, the creature has disadvantage on its saving throw against that spell, or you have advantage on any spell attack made against the target.

Once you deliver a spell telepathically in this way, you can't do so again until you finish a short or long rest.

Thought Lance

1st-level Great Old One feature

You learn to warp magic to your awakened mind. When you cast a warlock spell that deals a single damage type other than psychic, you can deal psychic damage instead.

Alienate Object

6th-level Great Old One feature

Your patron gifts you with the ability to draw images and extrasensory details from its locale and plant them into objects. As an action while you are holding a Tiny object, you can save these details within it for a number of days equal to your warlock level or until it successfully transmits a curse. The maximum number of objects you can affect with this feature at one time is equal to your proficiency bonus. If you try to exceed your maximum, the oldest immediately loses its curse as the new one takes effect, and if you or the object are on different planes of existence, the object loses its curse.

A creature other than you that willingly touches a cursed object must make a Wisdom saving throw against your spell save DC. On a success, a creature knows that the object has attempted to curse it and suffers no ill effects. On a failure, the creature becomes cursed and incapacitated as it reels against the alien visions for 1 hour. You instantly know when a creature becomes cursed and where the object is. A cursed creature can only be released from the curse by a remove curse, greater restoration, or wish spell, unless you release it (no action required), it is damaged by you or a creature friendly to you, or if you leave the plane of existence on which the object resides.

Thought Shield

10th-level Great Old One feature

You gain proficiency in Intelligence saving throws, and your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

14th-level Great Old One feature

You gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to target an incapacitated humanoid within 30 feet of you. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

If the creature has been incapacitated by an Alienated Object, you can target the creature if its within 1 mile of you instead of 30 feet.

Chapter 13: Wizard

The wizard class receives new features and subclasses in this section, which are presented by level and then alphabetically.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a wizard. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Avid Student

3rd-level wizard feature

Your time spent researching spells and applying your knowledge has honed your mind for intelligent application. You can add half your proficiency bonus, rounded down, to any ability check you make using Intelligence that doesn’t already include your proficiency bonus.

Named Spells

20th-level wizard feature, which replaces the Signature Spells feature

Choose two spell of 3rd level of lower from your spellbook. The spells' names in your spellbook change to reflect your control over them. For example, a character named Orana who chooses fireball would now have Orana's fireball in her spellbook. You always have your named spells prepared, they don't count against the number of spells you can prepare each day, and you can cast each once without expending a spell slot, regaining the ability to do so when you finish a long rest.

Additionally, your mastery over each spell's formula allows you a level of control over it that no other wizard can replicate. Choose one of the following benefits to grant each spell. Whenever you cast the spell, it gains the chosen benefit.

Deconstructed. Choose one component required in the casting of the spell: verbal, somatic, or material. The spell no longer requires that component for you to cast it.

Embellished. The spell's target or area is affected by a magical effect from the options listed in the prestidigitation spell, which you can choose each time you cast the spell.

Ritual. The spell gains the ritual tag for you.

Strengthened. When you the spell's damage, you can roll one additional die and add the roll to the total. If the spell deals more than one type of damage, you choose which receives this benefit when you choose this option.

School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Savant

2nd-level School of Necromancy feature

The gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Undead Servant

2nd-level School of Necromancy feature

You learn to create undead companions. You add the find familiar and unseen servant spells into your spellbook, if they are not there already. For you, these spells are necromancy spells, and you can replace either spell's material component with a drop of your blood or grave dirt when you cast either spell as a ritual. In addition, when you cast either one of these spells, the creature you create is known as your undead servant. It has the undead creature type and a number of hit points equal to 5 x your wizard level.

Additionally, when you cast a necromancy spell of 1st level or higher and your undead servant is within 30 feet of you, you can choose for the spell to originate from your undead servant instead of you. If the spell would deal damage to a creature that is not an undead or construct, you can use your reaction to tether that damage to your servant. When you do so, your undead servant gains a number of temporary hit points equal to the damage dealt to one of the spell's targets.

Cobble Anatomy

6th-level School of Necromancy feature

You learn to exploit the flexibility of corpses. When you cast a necromancy spell that creates or summons one or more undead while one of your undead servants is within range of the spell, you can cobble all of the creatures together into an undead abomination in an unoccupied space within 30 feet. When you do so, your undead servant is destroyed and you can't recast the spell used to create your undead servant while your undead abomination remains.

 Choose one creature that would be created or summoned by the spell to be your undead abomination. The remaining creatures that would be created or summoned are destroyed, and your undead abomination gains the following benefits from each destroyed creature, including your undead servant:

  • A number of hit points equal to that of each destroyed creature
  • The benefits of any resistances, immunities, senses, and traits a destroyed creature possessed
  • A one-category increase to its size category for each creature (to a maximum of Huge)
  • A 5-foot increase to the reach of its melee weapon attacks for each creature (to a maximum of 15 feet)
  • It gains the Multiattack action if it doesn't have it already. The number of attacks it can make when it uses its Multiattack is equal to the number of destroyed undead + the number of attacks it could normally make. If a destroyed undead could take any special actions as part of its Multiattack, the abomination can take one of those actions each time it uses its Multiattack.

If the spell you cast sets any limitations on the creature's duration or control, those limitations remain.

Necronomicon

10th-level School of Necromancy feature

The necromantic energy stored in your spellbook grants its own undead resilience. Your spellbook is immune to all damage types except for radiant, it can only be destroyed if you are not carrying it or touching it, and you have resistance to necrotic damage while it's in your possession.

Additionally, you can cast a necromancy spell of 3rd-level or lower as a ritual, even if it doesn't have the ritual tag. Once you cast a ritual spell in this way, you can't do so again until you finish a long rest.

Carcinogenic Corpse

14th-level School of Necromancy feature

Your abominations learn to digest festering meat develop strength. As an action, you can command an undead abomination to consume a corpse or another undead within its melee range. When you do so, the abomination takes its multiattack action against the target if it unwilling to be consumed. Corpses, willing undead, and unwilling undead reduced to 0 hit points are immediately consumed.

For each creature that your abomination consumes, it regains 10 hit points and it develops an abscess. When you cast a necromancy spell of 1st level of higher while your abomination is within 30 feet of you, you can cause an abscess to burst (no action required). Each creature of your choice within 10 feet of the abomination must make a Constitution saving throw against your spell save DC or take necrotic damage equal to 1d8 + your Intelligence modifier + the spell's level.

Chapter 14: Other Player Options

This section offers new and redesigned adventuring equipment options, feats, and spells. Wherever possible, the core design choice for a feat (whether it is a half-feat or a full feat) or a spell (its spell level and spell school) have been maintained. Any deviations from these will be mentioned by note.

For balancing reference, we considered feats such as Crusher and Piercer to be the "best" half-feats and feats such as Mobile and Polearm Master to be the "best" full feats. Spells were evaluated against similar but more commonly used spells at its level. For example, witch bolt was compared against Tasha's caustic brew. In some cases, spells were simply updated to make the language within more player friendly.









Adventuring Equipment

The following table introduces new weapons and modifies existing weapons. Many of the new weapons fill niches that are left open by the existing equipment, while others are introduced to provide more options across various levels of balance.

Special Weapons

Weapons with special rules are described here.

Lasso. A Large or smaller creature hit by a lasso is restrained until it is freed. A Lasso has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the Lasso (AC 10) also frees the creature without harming it, ending the effect and severing the lasso.

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Brass Knuckles. Brass Knuckles deal additional damage equal to your unarmed strike's base damage.

Martial Melee Weapons
Weapon Name Cost Damage Weight Properties
Brass Knuckles* 8 gp 1d4 bludgeoning 3 lb. Finesse, light, special
Broadaxe 10 gp 2d6 slashing 10 lb. Heavy, two-handed
Net 1 gp 3 lb. Special
Plançon 20 gp 1d10 bludgeoning 7 lb. Heavy, reach, two-handed
Tonfa* 4 sp 1d6 bludgeoning 2 lb. Finesse, light
War Spear 8 gp 1d8 piercing 5 lb. Thrown (15/30), versatile (1d10)
Martial Ranged Weapons
Weapon Name Cost Damage Weight Properties
Compound Bow       100 gp 2d4 piercing               4 lb. Ammunition (150/600), heavy, two-handed
Lasso 2 gp 2 lb. Special, thrown (10/30), two-handed
Shuriken* 5 sp 1d4 slashing 1/2 lb. Finesse, thrown (30/90)

* designates a monk weapon

Feats

The following feats have been redesigned:

  • Charger
  • Defensive Duelist
  • Elemental Adept
  • Fighting Initiate
  • Grappler
  • Heavily Armored
  • Heavy Armor Master
  • Lightly Armored
  • Medium Armor Master
  • Moderately Armored
  • Savage Attacker
  • Shield Master
  • Skilled
  • Tavern Brawler
  • Weapon Master

The following feats, which had prerequisites, no longer have prerequisites:

  • Drow High Magic
  • Dwarven Fortitude (becomes Fortitude)
  • Elven Accuracy (becomes Accuracy)
  • Fade Away
  • Fey Teleportation
  • Flames of Phlegethos
  • Prodigy
  • Revenant Blade
  • Ritual Caster
  • Second Chance
  • Skulker
  • Woold Elf Magic

Charger

If you move at least 10 feet in a straight line on your turn, you can use your bonus action in one of the following ways of your choice:

  • You can make a weapon attack. When you do so, you can add a bonus to the attack and damage roll equal to the distance you traveled divided by 10 (rounded down).
  • You can shove a creature. When you do so, you gain a bonus to the ability check equal to the distance you traveled divided by 10 (rounded down), and on a success, the creature is pushed 10 feet and knocked prone.
Deviations

Fighting Initiate is a rare case in that it grants such a range of selection options that it is unsatisfying to receive a general buff that attempts to help all styles. As such, the best means of making the feat appealing is to convert it to a half-feat and remove the ability to change your choice.

Defensive Duelist

Prerequisite: Dexterity 13 or higher.


When you are wielding a finesse weapon with which you are proficient, you gain a bonus to your AC. The bonus is determined by the damage die of the weapon: +3 for a d4 weapon, +2 for a d6, or +1 for a die size greater than d6. If you are engaged in two-weapon fighting with finesse weapons with which you are proficient, you gain a +1 bonus from the second weapon in addition to the bonus granted by your primary weapon. You can choose which weapon is used as your primary and secondary.

You gain no bonuses from this feature while you wield a shield.

Elemental Adept

Prerequisite: The ability to cast at least one spell.


When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

  • You learn one cantrip and one 1st-level spell of your choice from any spell list. The spell must deal the damage type chosen.
  • You can cast the 1st-level spell without expending a spell slot once, and you regain the ability to do so again when you finish a long rest.
  • Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Fighting Initiate

Prerequisite: Proficiency with a martial weapon.


Your martial training has honed your body and helped you develop a particular style of fighting, granting you the following benefits.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this fighting style with another one from the fighter class that you don’t have.

Grappler

Prerequisite: Strength 13 or higher.


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

  • You can grapple a creature as a bonus action.
  • You have advantage on attack rolls against a creature you are grappling.
  • A creature that is prone while it is grappled by you has disadvantage on checks to escape your grapple.

Heavily Armored

Prerequisite: Proficiency with medium armor.


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

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.
  • You can don and doff heavy armor as if it were medium armor, and you gain a bonus to your AC equal to your Dexterity modifier (maximum of 1).

Heavy Armor Master

Prerequisite: Proficiency with heavy armor.


You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing and slashing damage that you take is reduced by your proficiency bonus.
  • Wearing heavy armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

Lightly Armored

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

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.
  • While you are wearing light armor, bludgeoning damage you take from falling is reduced by 3.

Medium Armor Master

Prerequisite: Proficiency with medium armor.


You have practiced moving in medium armor to gain the following benefits:

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

While the AC benefit of Medium Armor Master is more mechanically significant than the damage reduction granted by Heavy Armor Master, a half-feat, Medium Armor Master is less appealing. Characters with a Dexterity score of 16 and medium armor are typically ranged martials, the exception being especially well-statted barbarians. In most cases, the +1 benefit of gaining Half-Plate from this feat doesn't warrant selection. With a +1 bonus to Dexterity included, it becomes more appealing with little additional mechanical impact.

Moderately Armored

Prerequisite: Proficiency with light armor.


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

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor or shields.
  • You can don and doff medium armor as if it were light armor, and sleeping in medium has no adverse effect on you, as if it were light armor.

Savage Attacker

Your attacks carry a deadly malevolence, gaining the following benefits:

  • When you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.
  • Your weapon attacks ignore AC bonuses granted by nonmagical reactions that increase the target's AC, such as a Bandit Captain's Parry reaction.
  • Once on your turn when you reduce a hostile creature to 0 hit points with a weapon attack, you can immediately gain extra movement for your current turn equal to your speed.

Shield Master

Prerequisite: Proficiency with shields.


You can use your shield to block more than weapon attacks. You gain the following benefits while you are wielding a shield:

  • You can add your shield's AC bonus to any Dexterity saving throw you make while you aren't incapacitated.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skilled

You gain proficiency gain proficiency in any combination of three skills or tools of your choice, and when you make a check using any of your choices, you can do so with advantage.

Weapon Master

You have practiced extensively with a specific weapon to become a master, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Choose a weapon. You gain proficiency with that weapon if you don't already have it, and when you hit with that weapon, you can add half your proficiency bonus to the weapon's damage roll.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s weapon with another one.

Spells

The following spells have been redesigned and appear alphabetically by spell level.

Cantrips
  • blade ward
  • resistance
  • true strike
1st
  • color spray
  • earth tremor
  • false life
  • illusory script
  • ray of sickness
  • sleep
  • witch bolt
2nd
  • cloud of daggers
  • continual flame
  • crown of madness
  • darkvision
  • enthrall
  • find traps
  • flame blade
  • magic weapon
  • ray of enfeeblement
  • warding wind
3rd
  • conjure barrage
  • daylight
  • elemental weapon
  • enemies abound
  • flame arrows
  • protection from energy
  • sleet storm
  • stinking cloud
  • vampiric touch
4th
  • compulsion
  • elemental bane
  • grasping vine
  • ice storm
  • phantasmal killer
  • watery sphere
5th
  • cloudkill
  • contagion
  • enervation
  • flame strike
  • immolation
  • maelstrom
  • skill empowerment
6th
  • find the path
  • investiture of flame
  • investiture of ice
  • investiture of stone
  • investiture of wind
  • move earth
  • primordial ward
7th
  • conjure celestial
  • Mordenkainen's sword
8th
  • mind blank
  • telepathy
9th
  • time stop
  • weird

Blade Ward

Abjuration cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up 1 round

You extend your hand and trace a sigil of warding on a creature within range. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

The spell's duration increases by 1 step when you reach 5th (up to 1 minute), 11th (up to 10 minutes), and 17th level (up to 1 hour).

Resistance

Abjuration cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a miniature cloak)
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

The spell's die increases by one step when you reach 5th (d6), 11th (d8), and 17th level (d10).

True Strike

Divination cantrip


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V
  • Duration: 1 round

You grant yourself a measure of insight into the defenses of a creature you can see within range. Once before the spell ends, you can roll a d4 and add the number rolled to one attack roll you make against that creature. You can roll the die before or after making the attack. The spell then ends.

The spell's die increases by one step when you reach 5th (d6), 11th (d8), and 17th level (d10).

Color Spray

1st-level Illusion


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
  • Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Each creature in the cone with 12 hit points or fewer is blinded until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the hit point threshold for affected creatures increases by 12 hit points for each slot level above 1st.

Earth Tremor

1st-level Evocation


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

A tremor shakes the ground within range. Each creature touching the ground in a 15-foot square originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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

False Life

1st-level Necromancy


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

You bolstering yourself with a necromantic facsimile of life. FOr the duration, you gain 2d4 temporary hit points and you have advantage on Charisma checks made against Undead.

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

Illusory Script

1st-level Illusion (ritual)


  • Casting Time: 1 mninute
  • Range: Touch
  • Components: S, M (an ink pen)
  • Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Ray of Sickness

1st-level Necromancy


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

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 poison damage and is poisoned until the end of your next turn.

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

Sleep

1st-level Enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: Concentration, up to 1 minute

This spell sends creatures in a magical slumber. Each creature with 15 hit points or fewer within 20 feet of a point you choose within range falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the hit point threshold for affected creatures increases by 15 hit points for each slot level above 1st.

Witch Bolt

1st-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 lightning damage, and on each of your turns for the duration, you can use your action or bonus action, but not both, to deal 1d10 lightning damage to the target automatically while it is within 30 feet of you. The spell ends if you end your turn without dealing damage in this way or if the target has total cover from you.

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

Cloud of Daggers

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sliver of glass)
  • Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a 10-foot cube, centered on a point you choose within range. A creature that enters the spell's area for the first time on a turn or starts its turn there must make a Dexterity saving throw, taking 4d4 slashing damage on a failure or half as much on a success.

As a bonus action while the cloud remains, you can move the cube up to 10 feet in any direction.

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

Continual Flame

2nd-level Evocation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (ruby dust worth 50 gp)
  • Duration: Special

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched, and it remains until dispelled.

When you create this flame, you can choose for the material used in its casting to be consumed in the casting. When you do so, the bright light created by the flame dispels magical darkness for 1 minute. As an action, the caster of the spell can feed the flame an additional 25 gp worth of ruby dust to maintain this effect for another minute.

Crown of Madness

2nd-level Enchantment


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

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

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

The target can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Darkvision

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (either a pinch of dried carrot or an agate)
  • Duration: 24 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 300 feet.

Enthrall

2nd-level Enchantment


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

You weave a distracting string of words, causing creatures of your choice that can hear you within range to make a Wisdom saving throw. A creature has advantage on this saving throw if is immune to being charmed and if you or your companions are fighting it or a creature friendly to it. On a failed save, the target has disadvantage on Wisdom (Insight) checks and on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Find Traps

2nd-level Divination


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

You sense the presence of any trap within range. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals the traps location, but you don't learn how it activates or what it does.

Flame Blade

2nd-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a leaf of sumac)
  • Duration: Concentration, up to 1 minute

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. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse and light properties. In addition, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and when you hit a flammable nonmagical object that isn't being worn or carried, it instantly ignites.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Magic Weapon

2nd-level Transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (an enchanted set of smith's tools worth at least 100 gp)
  • Duration: 1 hour

You modify a nonmagical weapon with your enchanted smith's tools. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Ray of Enfeeblement

2nd-level Necromancy


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

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength or Dexterity until the spell ends.

Warding Wind

2nd-level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot-radius sphere and moves with you, remaining centered on you. The wind spreads around corners and through surfaces no greater than 1-inch deep and lasts for the spell's duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 10 feet for each slot level above 2nd.

Conjure Barrage

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 30 range
  • Components: V, S, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

You throw a weapon or fire a piece of ammunition at a creature you can see within range. Make a ranged weapon attack using the missile, dealing the attack's damage as usual on a hit.

Hit or miss, a 15-foot-radius sphere of identical missiles explode from the target. The target and each creature within the sphere must succeed on a Dexterity saving throw. A creature takes 2d8 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Daylight

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of phosphorus or ruby dust worth at least 250 gp)
  • Duration: 1 hour

A 60-foot-radius sphere of sunlight spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

If you used ruby dust in the casting of this spell, an Undead that starts its turn within the bright light created by the spell or enters it on its turn for the first time takes 2d6 radiant damage.

Elemental Weapon

3rd-level Transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an enchanted set of smith's tools worth at least 100 gp)
  • Duration: 10 minutes

You modify a weapon with your enchanted smith's tools. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon's damage becomes the chosen type and it deals an extra 1d6 damage when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the extra damage increases to 2d6. When you use a spell slot of 7th or 8th level, the extra damage increases to 3d6. When you use a spell slot of 9th level, the extra damage increases to 4d6.

Enemies Abound

3rd-level Enchantment


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

You reach into the mind of one creature you can see and force it to make a Wisdom saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures as enemies until the spell ends.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

At the end of each of its turn, it can repeat the saving throw, ending the effect on itself on a success.

Flame Arrows

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage and any flammable objects being worn or carried are ignited for 1 minute. A creature that remains in contact with an ignited object takes an additional 1d6 fire damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional quiver within range for each slot level above 3rd.

Protection from Energy

3rd-level Abjuration


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

A willing creature within range gains resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional creature within range for each slot level above 3rd.

Sleet Storm

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone and takes 2d4 cold damage.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. It does so with disadvantage if it starts its turn prone.

Stinking Cloud

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a rotten egg or several skunk cabbage leaves
  • Duration: 1 minute

You create a 30-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

When the cloud appears, each creature in its area must make a Wisdom saving throw. Creatures that don't need to breathe and creatures that can't be frightened automatically succeed on this saving throw. On a failed save, the creature immediately uses its reaction (if available) to move up to its speed out of the cloud in a random direction, and actions on subsequent turns to Dash from the area if necessary. On a success, the creature recognizes the stench as foul but harmless and ignores all effects of the spell.

While the cloud remains, a creature that enters it for the first time must make a Wisdom saving throw or immediately moves away from the cloud.

Vampiric Touch

3rd-level Necromancy


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

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d12 necrotic damage, its hit point maximum is reduced by that amount, and you regain hit points equal to half the amount of necrotic damage dealt.

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

Compulsion

4th-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

When you cast this spell, you designate a direction. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw or be charmed and compelled to use their movement on their turns to travel in that direction. If traveling in that direction would move a creature into an obviously deadly hazard, such as a fire or pit, it makes its saving throw with advantage.

A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Elemental Bane

4th-level Transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target immediately takes 2d6 damage of the type and must succeed on a Constitution saving throw. On a failure, the creature takes an additional 1d6 damage of that type each time it takes damage of the chosen type and it loses any resistance to that damage type until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Grasping Vine

4th-level Conjuration


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

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. Make a melee spell attack. On a hit, the creature takes 2d4 bludgeoning damage, is pulled 20 feet directly toward the vine, and must make a Strength saving throw or be grappled.

While grappled in this way, the creature takes an additional 2d4 piecing damage at the start of its each turns and can use its action to repeat its saving throw, escaping on a success.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns, making a melee spell attack each time.

Ice Storm

4th-level Evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d8 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn, and any water in the area is flash frozen, remaining frozen for 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning or cold damage (your choice) increases by 1d8 for each slot level above 4th.

Phantasmal Killer

4th-level Illusion


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

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears in the closest unoccupied space to the creature of your choice. The illusion is visible only to that creature and appears to follow it for the spell's duration.

When the illusion appears, the target must make a Wisdom saving throw. On a failed save, the target takes 4d10 psychic damage and becomes frightened of the illusion for the duration. On a success, the creature takes half as much damage and is not frightened.

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

Watery Sphere

4th-level Conjuration


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

You conjure a sphere of water with a 10-foot radius on a Large or smaller creature you can see within range. The target must make a Dexterity saving throw. On a failure, the creature takes 3d8 bludgeoning and 3d8 cold damage and is restrained inside the sphere. On a success, the creature takes half as much damage and is not restrained, and the spell ends.

While a creature is restrained by the sphere, you can use an action to move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw or take 2d8 bludgeoning and 2d8 cold damage.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Contagion

5th-level Transmutation


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

Your touch inflicts infirmity. One creature of your choice within your reach must make a Constitution saving throw. Choose one of the diseases below. The target suffers the chosen disease for the spell’s duration. On a successful save, the target is immune to the effects of the chosen disease until the start of its next turn.

The target repeats its saving throw at the start of each of its turns. If the target succeeds on three saving throws against this spell, the spell ends. If the target fails three of these saves, the spell ends and the creature is subjected to the chosen disease for 7 days.

Diseases induced by this spell aren't wholly natural and can't be cured by nonmagical means.

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws, except those made against this spell. In addition, whenever the creature takes damage, it is stunned until the start of its next turn.

Cloudkill

5th-level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of dessicating yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. A creature whose body possesses no liquid automatically succeeds on this saving throw. The creature takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Enervation

5th-level Conjuration


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

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target immediately takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, the target becomes enervated and takes an additional 2d8 necrotic damage.

Until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if the target is ever outside the spell's range or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage taken by an enervated creature increases by 1d8 for each slot level above 5th.

Flame Strike

5th-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pinch of sulfur)
  • Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. You form a cylinder of up to 20 feet in radius and 40 feet high centered on a point within range. Each creature in its area must make a Dexterity saving throw, taking 4d8 fire damage and 4d8 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 5th.

Immolation

5th-level Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target takes 3d6 fire damage. The damage increases by 1d6 for each turn after the first, to a maximum of 10d6. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Maelstrom

5th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (paper or leaf in the shape of a funnel)
  • Duration: Concentration, up to 1 minute

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center, or 20 feet if the creature fails its saving throw by 5 or more.

If the point is in a body of water, this damage increases by 2d6.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Skill Empowerment

5th-level Transmutation


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

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and choose an ability check or tool. For the duration, the target adds your spellcasting modifier to checks made with your choice.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 5 feet of each other when you target them.

Find the Path

6th-level Divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes, worth 100 gp and an object from the location you wish to find or a diamond worth 500 gp)
  • Duration: 1 day

If you know the exact name of a location on the same plane of existence and possess an object from that location, you can speak its name and cast the object along with the divinatory tools used as the material components of this spell. You then find the shortest, most direct physical route to that location.

If you have one of the above and a description of the location (such as a fortified manor a day or so north of the City of Brass), you must a diamond alongside your divinitory tools. The diamond is then consumed, and you find the shortest, most direct physical route to that location.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Investiture of Flame

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a tinderbox)
  • Duration: 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.
  • You gain a flying speed equal to your walking speed and can hover.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. If the creature hits you with a melee attack, it takes 2d10 fire damage.

Investiture of Ice

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a flask of water)
  • Duration: 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:

  • You are immune to cold damage and have resistance to fire damage.
  • You can 2 feet for every 1 foot of movement you would expend to move across ice or snow.
  • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 cold damage. If the creature hits you with a melee attack, it takes 2d10 cold damage.

Investiture of Stone

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shovel)
  • Duration: 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You gain a burrow speed equal to your walking speed.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 bludgeoning damage. If the creature hits you with a melee attack, it takes 2d10 bludgeoning damage.

Investiture of Wind

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an empty glass bottle)
  • Duration: 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:

  • You have full cover against ranged weapon attacks and three-quarters cover against melee weapon attacks that originate from 15 or more feet away from you.
  • You gain a flying speed of 60 feet and can hover.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 slashing damage. If the creature hits you with a melee attack, it takes 2d10 slashing damage.

Move Earth

6th-level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
  • Duration: 1 hour

Choose an area of terrain no larger than 120 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 1 minute for these changes to complete.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Primordial Ward

6th-level Abjuration


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

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.

When you take damage of one of those types, you can use your reaction to flare your ward, reducing the damage the damage by half.

Conjure Celestial

7th-level Conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (a statue of a deity or holy person worth at least 1,000 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 5 or lower, which appears in an unoccupied space that you can see within range. The DM has the celestial's statistics. It disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the creature you summon gains 25 more hit points for each slot level above 7th.

Mordenkainen's Sword

7th-level Evocation


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: 1 minute

You create a 15-foot long sword-shaped plane of force that hovers above within range. It lasts for the duration.

When the sword appears, and as a bonus action on each of your turns while it remains, you can make a melee spell attack and swing the sword through a 15-foot cone. Each creature in the area with an AC less than your attack roll takes force damage equal to 3d10 + your spellcasting modifier. Your attack roll ignores bonuses to AC from the shield or mage armor spells.

Mind Blank

8th-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (one or more hats made of tin worth 300 gp each, which are consumed)
  • Duration: 24 hours

You distribute the component or components used in the casting of this spell to a willing creature or creatures within range, which can include you. All hats immediately fit over their target's head and disappear.

For the duration, a creature who received a hat is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Telepathy

8th-level Evocation


  • Casting Time: 1 hour
  • Range: Unlimited
  • Components: V, S, M (a pair of linked silver rings worth 2,000 gp)
  • Duration: Until dispelled

You create a telepathic link between yourself and a willing creature with which you are familiar.

While you are on the same plane of existence, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Time Stop

9th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 3 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature that isn't friendly to you or an object being worn or carried by a creature that isn't friendly to you.

Weird

9th-level Illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature takes 12d10 psychic damage and becomes frightened as the illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. On a success, the creature takes half as much damage and isn't frightened.

At the start of each of the frightened creature's turns, the creature takes 4d10 psychic damage and can repeat its saving throw, ending its fear on a success.

Chapter 15: Epic Adventures

In addition to the redesign of features from levels 1 to 20 for players, The Player's Handbook Retold includes an additional section in each class chapter that explores campaigns at levels greater than 20, allowing players to enters a 5th tier of play from levels 21 to 25.

Rules for such epic adventures can be found in the following pages alongside features that take each class to level 25. While it is recommended that players use content redesigned in the preceding chapters for Epic Adventures, these class levels have been intentionally designed to be compatible with both systems.

XP and Proficiency Bonus Progression

The Character Advancement table below indicates the XP you need to advance to levels 21 through 25, and the proficiency bonus for a character of those levels. Consult the information in your caracter's class description on the following pages to see what other improvements you gain at each level.

Character Advancement Table
Experience Points Level Proficiency Bonus
355,000 20 +6
410,000 21 +7
470,000 22 +7
550,000 23 +7
630,000 24 +7
725,000 25 +8

Cantrips

The only change to existing rules for epic adventures is an update to cantrips. If a cantrip would add a damage die or beam at 5th, 11th, and 17th level, it adds another die or beam at 23rd level. For example, a 23rd level wizard with the fire bolt spell deals 5d10 damage and a 23rd level warlock with the eldritch blast cantrip makes 5 beam attacks.

The Artificer (Epic Adventurers)
Level Proficiency
Bonus
Features Infusions
Known
Infused
Items
Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th
1st +2 Magical Tinkering, Spellcasting 2 2
... ... ... ... ... ... ... ... ... ... ... ... ...
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2
21st +7 12 6 4 4 3 3 3 2 1
22nd +7 Artificer Specialist feature 14 7 4 4 3 3 3 2 1
23rd +7 Signature Infusion 14 7 4 4 3 3 3 2 1
24th +7 Ability Score Improvement 14 7 4 4 3 3 3 2 1
25th +8 14 7 4 4 3 3 3 2 1 1

The Epic Artificer

Artificers that exceed 20th level gain the following features.

Signature Infusion

23rd-level artificer feature

Choose one artificer infusion that requires attunement. When you infuse a nonmagical item with that infusion, it no longer requires attunement.

Subclasses

The following features are added to artificer subclasses at levels exceeding 20th level.

Alchemic Regeneration

22nd-level Alchemist feature

You can cast the regenerate spell without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus.

Once you use this feature, you can't do so again until you finish a long rest.

Armor Recalibration

22nd-level Armorer feature

Your learn to build one into the other and switch your kit in a pinch. As a bonus action, you can change your armor's model. When you do so, you immediately gain a number of temporary hit points equal to your artificer level, which last for 1 hour, and you creatures of your choice within 5 feet of you must make a Strength saving throw. On a failure, a creature takes 4d8 thunder damage is pushed back 15 feet.

Once you use this feature, you can't do so again until you finish a long rest. You can still change your armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Arcane Dynamite

22nd-level Artillerist feature

Your tinkering unlocks greater potential within your arcane firearm. You can cast the delayed blast fireball spell without expending a spell slot, without preparing the spell, and without material components, provided you use your arcane firearm as the spellcasting focus.

Adamantine Defender

22nd-level Battle Smith feature

Your Steel Defender's size increases to Large. In addition, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and any critical hit against it becomes a normal hit.

Additional Artificer Spells

The following spells are added to the artificer spell list.

6th
  • contingency
  • create homunculus
  • disintegrate
  • Drawmij's instant summons
  • flesh to stone
  • globe of invulnerability
  • true seeing
  • wall of ice
7th
  • delayed blast fireball
  • forcecage
  • Mordenkainen's magnificent mansion
  • regenerate
  • reverse gravity
  • simulacrum
  • teleport

The Barbarian (Epic Adventures)
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
... ... ...
20th +6 Primal Champion Unlimited +4
21st +7 Path feature Unlimited +4
22nd +7 Blood Fury Unlimited +4
23rd +7 Vicious Critical Unlimited +5
24th +7 Ability Score Improvement Unlimited +5
25th +8 Callous Attack Unlimited +5

The Epic Barbarian

Barbarians that exceed 20th level gain the following features.

Blood Fury

22nd-level barbarian feature

Approaching death only deepens your rage. While at or below half your hit point maximum, you can add half your rage damage bonus (rounded down) to any saving throw you make while you are raging.

Vicious Critical

23rd-level barbarian feature

When you roll additional damage dice granted by your Brutal Critical, you can treat any damage rolls of 2 or lower as a 3.

Callous Attack

25th-level barbarian feature

Surviving this long has made you more than reckless. When you use your Reckless Attack feature, you can choose to make it a Callous Attack. When you do so, you can reroll one of the dice once. Until the start of your next turn, a creature that makes an attack against you also gains this benefit.

Subclasses

The following features are added to barbarian subclasses at levels exceeding 20th level.

Manifest Spirit

21st-level Path of the Ancestral Guardian feature

When you enter your rage, you can cast the spirit guardian spell without expending a spell slot or material components (spell save DC = 8 + your proficiency bonus + your Constitution modifier).

Once you use this feature, you can't do so again until finish a long rest.

Living Lycan

21st-level Path of the Beast feature

You are always in your Form of the Beast unless you choose not to be, and while you are in your form, you are always under the effects of the speak with animals spell unless you choose not to be.

Additionally, when you enter your rage, you can manifest any or all of the natural weapons offered by your Form of the Beast feature and any or all of the benefits offered by your Bestial Soul feature. When you take the attack action using one of your natural weapons while raging, you can use your bonus action to attack with a different natural weapon.

Tireless Vengeance

21st-level Path of the Beserker feature

Your rage clears your body of fatigue. When you enter your rage, you gain a number of temporary hit points equal to 2d12 + your Constitution modifier and your exhaustion level, if any, is decreased by 1.

Once you use this feature, you can't do so again until you finish a short or long rest.

Expansive Storm

21st-level Path of the Storm Herald feature

Like nature's most threatening storms, your destruction reaches into outer bands. Your storm aura extends 30 feet from you, instead of 10.

Totemic Manifestation

21st-level Path of the Totem Warrior feature

You learn to craft your anger into a physical spirit. As a bonus action, you can manifest a spectral beast in an unoccupied space within 30 feet, called your totem beast. Its statistics are determined by your totem. You can choose the same animal you selected previously or a new one.

Regardless of your choice, the totem beast remains for 1 hour, until you dismiss it (no action required), or until it drops to 0 hit points. It is friendly to you and your companions. It rolls its own initiative and has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands, it defends itself from hostile creatures, but otherwise take no actions.

The DM has the creature's statistics, though its hit points equal your 3 times your barbarian level.

Bear. Your totem beast uses Brown Bear statistics.

Eagle. Your totem beast uses Giant Eagle statistics.

Elk. Your totem beast uses Elk statistics, though it gains a multiattack, which it can uses to attack once with its ram and once with its hooves.

Tiger. Your totem beast uses Tiger statistics.

Wolf. Your totem beast uses Dire Wolf statistics.

Once you use your bonus action this way, you can't do so again until you finish a short or long rest.

Spread Fanaticism

21st-level Path of the Zealot feature

Your zealotry extends to those around you, granting them a measure of your divine resilience. You can recover a use of your Zealous Presence when you finish a short or long rest.

Additionally, when a creature within 30 feet of you is reduced to 0 hit points, you can expend a use of your Zealous Presence as a reaction to scream at the creature. As long as you are not silenced, as if by the silence spell, that creature hears you despite its unconsciousness and is spurred to return. It regains a number of hit points equal to your Constitution score, has advantage on attack rolls and saving throws until the end of its next turn, and has resistance to all damage.

Greater Bolster

21st-level Path of Wild Magic feature

Your Bolstering Magic die becomes a d6 instead of a d3.

The Bard (Epic Adventurers)
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
... ... ... ... ... ... ... ... ... ... ... ... ... ...
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1
21st +7 Bard College feature 5 23 4 3 3 3 3 2 2 1 1
22nd +7 Song of the Best 5 24 4 3 3 3 3 2 2 2 1
23rd +7 Jack of All Saves 5 25 4 3 3 3 3 2 2 2 1
24th +7 Ability Score Improvement 5 26 4 3 3 3 3 2 2 2 2
25th +8 Epic Inspiration 5 27 4 3 3 3 3 2 2 2 2

The Epic Bard

Bards that exceed 20th level gain the following features.

Song of the Best

22nd-level bard feature

Your soothing music or oration is bolstered by your strength of conviction. When you use your Song of Rest feature, you can add a bonus to the roll equal your Charisma modifier (minimum of +3).

Jack of All Saves

23rd-level bard feature

You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.

Epic Inspiration

25rd-level bard feature

Your words and music inspire unequally. You can use a bonus action to expend a single use of your Bardic Inspiration grant a number of creatures other than yourself within 60 feet that can hear you a Bardic Inspiration die. The number equals your Charisma modifier (minimum of 3 targets.)

Once you use your bonus action in this way, you can't do so again until you finish a short or long rest.

Subclasses

The following features are added to bard subclasses at levels exceeding 20th level.

Creator

21st-level College of Creation feature

Your knowledge of creation allows you to speak objects into existence. As an action, you can create a nonliving object in unoccupied space within 30 feet of you. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

Once you use this action to create an object worth 500 or more gp, you can't use this action again until you finish a long rest.

Magic Words

21st-level College of Eloquence feature

Your silver tongue occasionally strikes gold. When you cast a bard spell of 1st level or higher with a verbal component, you can roll a d10. If the result of your roll is greater than the spell's level, you can cast the spell without expending a spell slot.

Once you use this feature to cast a spell without expending a spell slot, you can't use this feature again until you finish a short or long rest.

Your Majesty

21st-level College of Glamour feature

All those who look upon you find themselves in your service. Your Mantle of Majesty lasts for 8 hours, instead of 1 minute. During this time, you can cast command and suggestion as a bonus action on each of your turns, without expending a spell slot, and creatures that are charmed by you automatically faith saving throws against both spells.

Lore Master

21st-level College of Lore feature

There is nothing that can elude your knowledge. You learn the identify and legend lore spells, or any one or two divination spells from any class's spell list if you already know them. Your Lore Master spells don't count against your number of spells known, and you can cast them without expending material components.

Additionally, you can cast identify at will without expending spell slots, and you can cast legend lore without expending a spell slot. Once you've cast legend lore in this way, you can't do so again until you finish a long rest.

Spirit Vessel

21st-level College of Spirit feature

Your connection to spirits allows you to bridge the gap between their tales and the living they would speak to. As action, you can touch the remains of a creature and ask a question. It can be a general question, such as "who were you in life?" or something specific, such as "where did you hide the right?" If the creature speaks at least one language, it is compelled to speak though you, answering your question truthfully as best as it can.

Once you use this feature on a creature, you can't use it on that creature again until you finish a long rest.

Ringing Blades

21st-level College of Swords feature

You gain the ability to infuse your blades with resounding sound. When you hit a creature with a melee weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target.

Skald of Legend

21st-level College of Valor feature

Speaking and singing never interrupts your swordplay. When you take the Attack action on your turn, you can forgo one attack to cast a bard spell with a casting time of 1 action that doesn't have somatic or material components as part of the attack action. When you do so, you still benefit from your Battle Magic feature.

Whispered One

21st-level College of Whispers feature

You are a living secret. Your psychic blades damages increases to 10d6. In addition, you can touch a creature that has seen you or heard your name as an action and force it to make a Wisdom saving throw against your spell save DC. On a failure, the creature can't describe you in any way or to speak your name. Only a wish spell can end this effect.

Once you use this action, you can't do so again until you finish a long rest.

The Cleric (Epic Adventurers)
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
... ... ... ... ... ... ... ... ... ... ... ... ...
20th +6 Divine Intervention 5 4 3 3 3 3 2 2 1 1
21st +7 Undead Anathema 6 4 3 3 3 3 2 2 1 1
22nd +7 Divine Devotion 6 4 3 3 3 3 2 2 2 1
23rd +7 Divine Domain feature 6 4 3 3 3 3 2 2 2 1
24th +7 Ability Score Improvement 6 4 3 3 3 3 2 2 2 2
25th +8 Divine Channel 6 4 3 3 3 3 2 2 2 2

The Epic Cleric

Clerics that exceed 20th level gain the following features.

Undead Anathema

21st-level cleric feature

Undead of CR 5 or lower are destroyed when it fails its saving throw against your Turn Undead feature. In addition, if you a creature of CR 3 or lower succeeds on its saving throw against your Turn Undead, it takes radiant damage equal to half your cleric level (rounded down) and is blinded until the start of your next turn.

Divine Devotion

22nd-level cleric feature

You can sacrifice a measure of your deity's favor to show your respect for intervention. As an action, you can expend three uses of your Channel Divinity to reduce the number of days until the next use of your Divine Intervention by 1.

Once you use this feature, you can't do so again until you finish a long rest.

Divine Channel

25th-level cleric feature

The bridge between you and your deity is always open. You have an unlimited number of uses of your Channel Divinity.

Subclasses

The following features are added to cleric subclasses at levels exceeding 20th level.

Channel Arcane

23rd-level Arcana Domain feature

As a bonus action, you can present your holy symbol and choose a wizard spell of 7th level or lower. The spell becomes a domain spell for you until the start of your next turn.

Grim Decision

23rd-level Death Domain feature

Creatures within 60 feet of you can't cast or be targed by spells that restore a dead creature to life unless you allow it.

Blacksmith of the Gods

23rd-level Forge Domain feature

You always have the holy weapon spell prepared, and you can cast it at will, without expending a spell slot.

Urgency of Death

23rd-level Grave Domain feature

The casting time of your domain spells is 1 bonus action.

Blessed Knowledge

23rd-level Knowledge Domain feature

You can choose any spell from any spell list. If it isn't already, your choice becomes a cleric spell for you, and you always have it prepared.

Restorative

23rd-level Life Domain feature

When you cast a spell that restores hit points to a creature with 0 hit points, you can add half your cleric level (rounded down) to the total number of hit points the creature regains.

Brightness at Your Back

23rd-level Light Domain feature

While in the aura granted by your Corona of Light, you have advantage on attack rolls and ability checks.

Naturally Infectious

23rd-level Nature Domain feature

A plant or animal that starts its turn within 30 feet of you must make a Wisdom saving throw or become charmed by you until you are more than 120 feet away from it. It has advantage on this saving throw if you or an ally has damaged it within the last minute.

A creature that succeeds on its saving throw is immune to this feature for 24 hours.

Self Ordained

23rd-level Order Domain feature

You automatically succeed on saving throws against spells from the schools of Enchantment and Divination, unless you choose to fail.

Greater Bond

23rd-level Peace Domain feature

The die granted by your Emboldening Bond becomes a d8.

Holy Storm

23rd-level Tempest Domain feature

You have resistance to lightning and thunder damage.

Blessed Subterfuge

23rd-level Trickery Domain feature

You are always invisible, even when you attack or cast a spell, unless you choose to be visible.

Darkness Divine

23rd-level Twilight Domain feature

Magical darkness doesn't impede your darkvision or that a creature benefiting from your Eyes of Night feature.

Divine General

23rd-level War Domain feature

You can attack twice, instead of once, whenever you make a melee weapon attack, and you can use your Divine Strike even if you've already used it once on your turn.

The Epic Druid

Druids that exceed 20th level gain the following features. You can find the updated Druid Table on the next

Wild Shape Improvement

21st-level druid feature

The max challenge rating for your beast forms increases to 3.

Greater Druidic

22nd-level druid feature

When you speak Druidic, animals and plants understand you as if you were speaking a shared language.

Additionally, when you touch an animal or plant while speaking Druidic, it can respond telepathically as if you shared a language.

Elemental Attunement

23rd-level druid feature

Your connection with nature allows you to draw its protection into your body. At the end of a long rest, you can choose a damage type from cold, fire, lightning, poison, or thunder damage. You gain resistance against your chosen type until you use this feature again.

Subclasses

The following features are added to druid subclasses at levels exceeding 20th level.

Inconscious

25th-level Circle of Dreams feature

You live within the space between wakefulness and sleep. You can't be knocked unconscious against your will. If you would be reduced to 0 hit points, remain conscious, piloting your body as if in a dream. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points, but you can take actions as usual.

Perfect Symbiosis

25th-level Circle of Spores feature

While your Symbiotic Entity is active, you have resistance to acid, necrotic, and poison damage.

Additionally, you can awaken your spores to enter your Symbiotic Entity as a bonus action without expending a use of your Wild Shape. When you do so, you don't gain temporary hit points, but you gain all other benefits from having your Symbiotic Entity active.

Astral Body

25th-level Circle of Stars feature

You are at home among the stars. While you are in the Astral Sea and in your Starry Form, you are invisible unless you choose not to be.

Additionally, for you, the astral projection spell is a druid spell. You always have it prepared, and you can cast it without expending a spell slot.

Guardian of the Land

25th-level Circle of the Land feature

Your commitment to druidic ideals prepares you to protect all lands. When you finish a short rest or you enter a natural land for the first time that day, you can choose to change the land that grants you your Circle Spells to another. If you use this feature when you enter a land for the first time, you must choose that land.

Additionally, while you are in the land that grants you your Circle Spells, your Wisdom score and the maximum for this score each increase by 2.

Mutable Form

25th-level Circle of the Moon feature

When you are reduced to 0 hit points while in beast form, you can use your reaction to immediately use your Wild Shape feature again. When you do so, you can take the form of a different beast, and any excess damage carries over to your new form.

Once you use this feature, you can't do so again until you finish a short or long rest.

Allies Abound

25th-level Circle of the Shepherd feature

When you lose concentration a conjuration spell, you can use your reaction to immediately cast a conjuration spell with a casting time of 1 action or 1 bonus action.

Worldburn

25th-level Circle of Wildfire feature

For you, the meteor swarm spell is a druid spell, you always have it prepared, and you can cast it without expending a spell slot. When you cast meteor swarm, you call down motes of starfire instead of meteors, dealing 40d6 fire damage instead of 20d6 fire and 20d6 bludgeoning.

Once you cast this spell without using a spell slot, you can't do so again until you finish a long rest.

The Druid (Epic Adventurers)
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2
... ... ... ... ... ... ... ... ... ... ... ... ...
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1
21st +7 Wild Shape Improvement 5 4 3 3 3 3 2 2 1 1
22nd +7 Greater Druidic 5 4 3 3 3 3 2 2 2 1
23rd +7 Elemental Attunement 5 4 3 3 3 3 2 2 2 1
24th +7 Ability Score Improvement 5 4 3 3 3 3 2 2 2 2
25th +8 Druid Circle feature 5 4 3 3 3 3 2 2 2 2
The Fighter (Epic Adventures)
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
... ... ...
20th +6 Extra Attack (3)
21st +7 Master of Arms, Superior Wind
22nd +7 Indomitable Spirit
23rd +7 Martial Archetype feature
24th +7 Ability Score Improvement
25th +8 Warrior of Legend

The Epic Fighter

Fighters that exceed 20th level gain the following features.

Master of Arms

21st-level fighter feature

Your keen martial eye allows you to adopt the style that best fits your needs on short notice. Over the course of a long rest, you can replace a Fighting Style that you've chosen with another option from any class's Fighting Style options.

Superior Wind

21st-level fighter feature

Your well of stamina is legendary. You have a number of uses of your Superior Wind equal to your Constitution modifier (minimum of 3), and you regain all expended uses when you finish a short or long rest.

Indomitable Spirit

22nd-level fighter feature

You can your Indomitable features between short rests instead of long rests. In addition, when you fail a saving throw after using your Indomitable feature, you can gain advantage on the next weapon attack you make.

Warrior of Legend

25th-level fighter feature

No foe can best you. At the start of your turn, you can choose to enter a state of legendary focus and ability. When you do so, your Strength and Dexterity scores increase to 30, your speed triples, you gain resistance to all damage, and you make all attacks, ability checks, and saving throws at advantage.

Your state lasts for 1 minute. Once you activate this state, you can't do so again until you finish a long rest.

Subclasses

The following features are added to fighter subclasses at levels exceeding 20th level.

Sniper Supreme

23rd-level Arcane Archer feature

The damage of your Arcane Shots increases by 2d6. For example, from 2d6 to 4d6 or from 4d6 to 6d6.

Additionally, you can't suffer from disadvantage on attacks made ranged weapons.

Combat Mastery

23rd-level Battle Master feature

You learn an additional maneuver and gain another superiority die. In addition, you can spend 1 action, instead of 1 minute, observing or interacting with another creature to gain the benefits of your Know Your Enemy feature.

Knight's Companion

23rd-level Cavalier feature

Your chivalry and care for your mounts allows you to bring aid from the most sacred of steeds. Over the course of 10 minutes, which can be accomplished over a short or long rest, you can conduct a ritual to cast the find greater steed spell. When you do so, you can add the following creatures to your list of spirits to choose from: Elephant, Manticore, Nightmare, Triceratops, Unicorn, or Wyvern.

Once you use this feature, you can't do so again until you finish a long rest.

Epic Critical

23rd-level Champion feature

Your weapon attacks score a critical hit on a roll of 17-20.

Additionally, when you score a critical hit, you can immediately make another attack. If that attack also scores a critical hit, you can use this feature again a number of additional times up to your Constitution modifier, provided you continue to score critical hits.

Army of Three

23rd-level Echo Knight feature

When you use your Unleash Incarnation feature while you have two echoes present, each echo can make one additional melee attack from its position.

Additionally, if one of your echoes is destroyed, you can expend a use of your Reclaim Potential feature as a reaction to recreate the echo in the same space.

Mind Over Matter

23rd-level Psi Warrior feature

The psionic energy bolstering your mind extends into your body. If you start your turn blinded, deafened, or stunned, you can expend two Psionic Energy dice to end every effect on yourself subjecting you to those conditions and those listed in your Guarded Mind feature

Mage Knight

23rd-level Eldritch Knight feature

Choose two wizard spells of 2nd-level or lower as your signature spells. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Eldritch Knight Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 2 3 2
... ... ... ... ... ... ...
20th 3 13 4 3 3 1
21st 4 14 4 3 3 1
22nd 4 14 4 3 3 1
23rd 4 15 4 3 3 2
24th 4 15 4 3 3 2
25th 4 16 4 3 3 2

Cormyrean General

23rd-level Purple Dragon Knight feature

Recognizing your prestige in battle, your allies return to your side without a thought. As a bonus action, you can call the attention of creatures of your choice within 120 feet that can hear you. Any willing creature can immediately move up to twice its speed in your direction without provoking opportunity attacks. A creature that ends this movement within 15 feet of you gains resistance to all damage until the start of your next turn.

Above Giants

23rd-level Rune Knight feature

You learn an additional rune.

Additionally, the extra damage you deal with the Giant's Might feature increases to 1d12. Moreover, when you use that feature, your size can increase to Gargantuan.

Shogun

23rd-level Samurai feature

You are a lord among samurai. When you use your Fighting Spirit, you gain 20 temporary hit points.

Additionally, you can use your Fighting Spirit a number of times equal to your proficiency bonus, instead of three times, and you regain all expended uses of it when you finish a long rest.

The Epic Monk

Monks that exceed 20th level gain the following features. You can find the updated Monk Table on the following page.

Empowered Ki

21st-level monk feature

Perfecting yourself as enhanced the effect your ki has on your body. Your ki features upgrade in the following ways.

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make three unarmed strikes as a bonus action instead of two.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action your turn. When you do so, you can also gain a +1 magical bonus to your AC and you immune to the magic missile spell.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Regardless of your choice, you can use your Slow Fall without using your reaction until the start of your next turn.

Locking Strike

23rd-level monk feature

You hone your ability to interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 2 ki points to reduce the creature's speed to 0 until the end of your next turn.

Transcendent Movement

25th-level monk feature

The strength of your mind and your ki bends the very laws of reality. You gain a flying speed equal to you walking speed and can hover.

The Monk (Epic Adventures)
Level Proficiency
Bonus
Martial
Arts
Ki
Points
Unarmed
Movement
Features
1st +2 1d4 - - Unarmored Defense, Martial Arts
... ... ...
20th +6 1d10 20 +30 ft. Perfect Self
21st +7 1d12 21 +30 ft. Empowered Ki
22nd +7 1d12 22 +35 ft. Monastic Tradition feature
23rd +7 1d12 23 +35 ft. Locking Strike
24th +7 1d12 24 +35 ft. Ability Score Improvement
25th +8 1d12 25 +35 ft. Transcendent Movement

Subclasses

The following features are added to monk subclasses at levels exceeding 20th level.

Healer/Harmer

22nd-level Way of Mercy feature

You master your techniques. As an action, you can expend 6 ki points to cast the heal or harm spell. Wisdom is your spellcasting ability for these spells.

Ki Sight

22nd-level Way of Shadow feature

Your learn to focus ki into your eyes to better see through darkness and subterfuge. As a bonus action, you can spend 5 ki points to cast the true seeing spell on yourself without expending material components.

Manifested Aspect

22nd-level Way of the Ascendant Dragon feature

You learn to manifest the dragon within. As an action, you can spend 9 ki points to cast illusory dragon. Wisdom is your spellcasting ability for this spell.

For you, illusory dragon is a conjuration spell, creating a spectral but real dragon rather than illusion. A creature that uses an Intelligence (Investigation) check to determine if it is an illusion recognizes that it is very real and has disadvantage on saving throws against its breath.

Black Out Technique

22nd-level Way of the Drunken Master feature

You master the art of fighting while in the fugue of intoxication. When you roll for initiative and aren't surprised, you can choose to black out. While blacked out, you have resistance to all damage types except psychic. When you exit combat, however, you drop unconscious for 1 minute and you awake with no memory of words or actions that transpired during combat.

Once you use this feature, you can't do so again until you finish a long rest.

Elemental Master

22nd-level Way of the Four Elements feature

Your mastery of the elements allows you incredible resilience. You are resistant to cold, fire, lightning and thunder damage.

Defensive

22nd-level Way of the Kensei feature

Your weapons become an extension of your defensives. Once per turn, when you're hit by a melee weapon attack while holding a monk weapon, you can roll your Martial Arts die (no action required) and add half the roll rounded down (minimum of 1) to your AC, potentially changing the result.

Necrotic Ki

22nd-level Way of the Long Death feature

The ki in your veins is of death itself. You are immune to necrotic damage.

Iron Fists

22nd-level Way of the Open Hand feature

You gain a +2 bonus to attack and damage rolls made with your unarmed strikes.

Solar Powered

22nd-level Way of the Sun Soul feature

While you are in a space of bright light or sunlight, you can't suffer from disadvantage.

The Paladin (Epic Adventurers)
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Divine Sense, Lay On Hands
... ... ... ... ... ... ... ... ... ...
20th +6 Sacred Oath feature 4 3 3 3 2
21st +7 4 3 3 3 2 1
22nd +7 Enhanced Channel Divinity 4 3 3 3 2 1
23rd +7 Sacred Oath feature 4 3 3 3 2 1
24th +7 Ability Score Improvement 4 3 3 3 2 1
25th +8 4 3 3 3 2 1 1

The Epic Paladin

Paladins that exceed 20th level gain the following features.

Enhanced Channel Divinity

22nd-level paladin feature

You can your Channel Divinity twice, recovering all expended uses at the end of a short or long rest.

Additional Paladin Spells

The following spells are added to the paladin spell list.

6th
  • blade barrier
  • circle of death
  • eyebite
  • find the path
  • forbiddance
  • harm
  • heal
  • heroes' feast
  • sunbeam

7th
  • divine word
  • oath smite
  • regenerate
  • resurrection




Oath Smite

7th-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 before this spell ends, your weapon crackles with force, and you deal an additional 8d10 radiant damage. Additionally, the target must make a Strength saving throw or be knocked prone as it kneels before you until your concentration ends.

Subclasses

The following features are added to paladin subclasses at levels exceeding 20th level.

Aura of Menace

23rd-level Oath of Conquest feature

The air around you quakes with your frightening presence. Creatures in your aura have disadvantage on saving throws against being frightened by you.

Healing Aura

23rd-level Oath of Devotion feature

Your devotion allows you to heal those in need. You can target a creature within your aura with your Lay on Hands feature, even if you would not be touching. If you use your Lay on Hands feature by touching a creature, you restore an additional number of hit points to it equal to your proficiency bonus. A creature can't regain additional hit points this way more than once per minute.

Aura of Glory

23rd-level Oath of Glory feature

Once per turn when a friendly creature within your aura makes an attack, the creature can add your Charisma modifier to the attack roll and one damage roll of the attack.

Redemption Aura

23rd-level Oath of Redemption feature

Creatures within your aura know that any mistake can be redeemed. Once per turn when a friendly creature within your aura misses with an attack roll, it can reroll the attack potentially changing the result.

Aura of Passage

23rd-level Oath of the Ancients feature

You guide your allies through difficulty like the light you swore to be. Creatures of your choice that start their turn within your aura or enter it on their turns ignore difficult terrain and are immune to the damage and other detriments of your paladin spells until the start of your next turn.

Deadly Loyalty

23rd-level Oath of the Crown feature

You have long prepared to make the ultimate sacrifice. On any creature's turn, at any time even in the midst of another creature's action, you can choose a number of creatures you can see within 30 feet of you up to your proficiency bonus. Each creature immediately gains resistance to all damage and regains a number of hit points equal to twice your paladin level.

When you activate this feature, your hit points are reduced to 0 and you immediately die. Once you use this feature, you can't do so again until you finish a long rest.

Aura of Vigilance

23rd-level Oath of the Watchers feature

Your presence reminds your allies to keep a steady eye. Creatures of your choice that start their turn within your aura or enter it for the first time on their turn can't be surprised, gain a bonus to Wisdom (Perception) checks equal to your Charisma modifier, and are under the effects of the see invisibility spell until the start of their next turn.

Merciless

23rd-level Oath of Vengeance feature

When you use your Relentless Avenger feature, you can make an additional attack against the creature the provoked your opportunity attack if you end your movement within reach of the creature. On a hit, the creature must make a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn.

Dread Aura

23rd-level Oathbreaker feature

When you target a corpse within your aura, you can cast animate dead with a casting time of 1 bonus action.

The Epic Ranger

Rangers that exceed 20th level gain the following features. You can find the updated Ranger table on the following page.

Preternatural Positioning

23rd-level ranger feature

Your instinct for the combat environment allows you to act the moment the high-ground becomes necessary. When you roll for initiative and are not surprised, you can immediately move up to double your movement to an unoccupied space you can see without provoking opportunity attacks.

Additional Ranger Spells

The following spells are added to the ranger spell list.

6th
  • chain lightning
  • conjure fey
  • find the path
  • move earth
  • sunbeam
  • transport via plants
  • wall of thorns
  • wind walk

7th
  • etherealness
  • fire storm
  • plane shift
  • primordial strike
  • prismatic spray
  • regenerate



Primordial Strike

7th-level Evocation


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

You become wreathed in primordial energy. You have resistance to acid, cold, fire, lightning, and thunder damage.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 2d8 damage of acid, cold, fire, lightning, and thunder damage. Whether or not the attack hits, you become immune to those damage types until the start of your next turn.

Subclasses

The following features are added to ranger subclasses at levels exceeding 20th level.

Epic Companion

22nd-level Beast Master feature

You can immediately obtain a new companion with your Ranger's Companion or change the statistics of one you possess already. When you do so, you can choose a beast that is no larger than Large and that has a challenge rating for 3 or lower.

Additionally, you command your beast companion to take the Attack action as a bonus action.

Dragon Rider

22nd-level Drakewarden feature

Your bond to your drake becomes that of the legendary dragon riders. While your drake is summon, you and the drake gain the following benefits:

Vicious Bite. The drake's Bite attack deals an extra 2d6 damage of the type chosen by its Draconic Essence (for a total of 3d6 extra damage).

Huge Drake. The drake grows to Huge size.

Stalker's Assault

22nd-level Gloom Stalker feature

You're as lethal as the dark. The attack granted by your Dread Ambusher feature deals 2d8 extra damage instead of 1d8. In addition, you can use your Stalker's Fury any time you miss within a weapon attack.

Improved Multiattack

22nd-level Hunter feature

The area of your Volley increases to include any number of creatures within 30 feet of a point you can see within your weapon's range, and you can use your Whirlwind Attack to make a melee attack against any number of creatures within 15 feet of you, with a separate roll for each target.

Large Game Slayer

22nd-level Monster Slayer feature

You know how to exploit a creature's bulk. You have advantage on attack rolls and ability checks made against Huge and Gargantuan creatures.

Plaguekeeper

22nd-level Monster Slayer feature

Your Gathered Swarm is a plague upon your enemies, strengthening in the following ways:

  • The damage of Gathered Swarm increases to 2d8.
  • If a creature fails its saving throw against being moved by Gathered Storm, the creature is knocked prone and its speed is reduced to 0 until the end of your next turn.
  • When you are moved by Gathered Swarm, it gives you three-quarters cover until the start of your next turn.

The Ranger (Epic Adventurers)
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Favored Enemy, Natural Explorer
... ... ... ... ... ... ... ... ... ... ...
20th +6 Foe Slayer 11 4 3 3 3 2
21st +7 12 4 3 3 3 2 1
22nd +7 Ranger Archetype feature 12 4 3 3 3 2 1
23rd +7 Preternatural Positioning 13 4 3 3 3 2 1
24th +7 Ability Score Improvement 13 4 3 3 3 2 1
25th +8 14 4 3 3 3 2 1 1
The Rogue (Epic Adventures)
Level Proficiency
Bonus
Sneak
Attack
Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
... ... ...
20th +6 10d6 Stroke of Luck
21st +7 11d6 Blindsense Improvement
22nd +7 11d6 Dungeon Master
23rd +7 12d6 Roguish Archetype feature
24th +7 12d6 Ability Score Improvement
25th +8 13d6 Exceptionally Cunning

The Epic Rogue

Rogues that exceed 20th level gain the following features.

Blindsense Improvement

21st-level rogue feature

Your ears sharpen to threats. The range of your blindsense increases to 30 feet.

Dungeon Master

22nd-level rogue feature

Your considerable experience in dungeons and other places of architectural disguise grants you excellence in navigating their secrets. You have advantage on checks to detect and disarm traps and to detect hidden doors, passageways, and similar avenues of movement through a structure.

Exceptionally Cunning

25th-level rogue feature

Your cunning is swift and deadly. You can take two bonus actions on your turn instead of one.

Subclasses

The following features are added to ranger subclasses at levels exceeding 20th level.

Handy Trick

23rd-level Arcane Trickster feature

Your mage hand posses uncanny ability. You can use an action to upgrade your mage hand to an arcane hand for 1 minute. While in its arcane hand form, it retains all of the benefits and abilities of your mage hand and gains those granted to the hand in the arcane hand spell.

Once you use this feature, you can't do so again until you finish a long rest.

Arcane Trickster Spellcasting
Rogue
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 3 3 2
... ... ... ... ... ... ...
20th 4 13 4 3 3 1
21st 5 14 4 3 3 1
22nd 5 14 4 3 3 1
23rd 5 15 4 3 3 2
24th 5 15 4 3 3 2
25th 5 16 4 3 3 2

Lethal Reflexes

23rd-level Assassin feature

Your reflexes are honed to react to the swiftest provocation. You can add your proficiency bonus to ability checks to determine initiative.

Eye for Efficiency

23rd-level Inquisitive feature

You've trained yourself to analyze potential enemies at the drop of a hat. When you roll for initiative and aren't surprised, you can use your Insightful Fighting feature as a reaction.

Scratch Each Other's Backs

23rd-level Mastermind feature

Your crafty mind always crafts openings that you too can exploit. When you use the Help action to aid an ally attack a creature, the target of that attack can be within 60 feet of you, if the target can see or hear you, and you can make your next weapon attack against the same creature with advantage.

Death Throes

23rd-level Phantom feature

When you reduce a creature to 0 hit points with your Wails from the Grave, you can create a soul trinket from it without using your reaction. Soul trinkets created in this way don't count against your maximum number of soul trinkets.

Expeditious

23rd-level Scout feature

You're always eager to move ahead, whether it be in front of ally or enemy. Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Additionally, you can use the reaction granted by your Skirmisher ability when an enemy ends its turn within 15 feet of you.

Psionic Blades

23rd-level Soulknife feature

The magic blades you create with your Psychic Blades feature deal 2d6 psychic damage plus the ability modifier you used for the attack roll.

Infuriating Rake

23rd-level Swashbuckler feature

When you use your Fancy Footwork to move away from a hostile creature under the effects of your Panache, the creature must use its reaction, if available, to move up to its speed after you. This movement isn't considered forced movement for the purpose of provoking opportunity attacks from creatures other than you.

Steal Hearts

23rd-level Thief feature

Your quick hands can remove the beating heart from your enemies. When you deal your Sneak Attack damage to a creature, you can force the creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the start of your next turn.

The Epic Sorcerer

Sorcerers that exceed 20th level gain the following features.

Magic Resistance

21st-level sorcerer feature

The magic coursing through you protects you from all forms of it. You take half damage from spells and magic effects.

Metamagic Upgrade

22nd-level sorcerer feature

You gain an additional Metamagic option, and you can use any number of metamgic options on a spell when you cast it.

Body of Magic

25th-level sorcerer feature

Your body overflows with magic, pushing it beyond normal limits. Your Constitution and Charisma scores increase by 2. Your maximum for those scores is now 22.

The Sorcerer (Epic Adventurers)
Level Proficiency
Bonus
Sorcery
Points
Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 4 2
... ... ... ... ... ... ... ... ... ... ... ... ... ...
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
21st +7 21 Magic Resistance 6 15 4 3 3 3 3 2 2 1 1
22nd +7 22 Metamagic Upgrade 6 16 4 3 3 3 3 2 2 2 1
23rd +7 23 Sorcerer Origin feature 6 16 4 3 3 3 3 2 2 2 1
24th +7 24 Ability Score Improvement 6 17 4 3 3 3 3 2 2 2 2
25th +8 25 Body of Magic 6 17 4 3 3 3 3 2 2 2 2

Subclasses

The following features are added to sorcerer subclasses at levels exceeding 20th level.

Psychic Killer

23rd-level Aberrant Mind feature

You learn to overload the nervous systems telepathically. As an action, you can choose a creature with which you can speak telepathically, such as the target of your Telepathic Speech feature, and overwhelm its mind. If the creature has 100 hit points or fewer, it dies. Otherwise, it makes an Intelligence saving throw against your spell save DC, taking 10d10 psychic damage on a failure or half as much on a success.

Once you use this feature, you can't do so again until you finish a long rest.

Clockstopper

23rd-level Clockwork Soul feature

You soul has ultimate power over the flow of time. You learn the time stop spell if you don't already know it, it doesn't count against your number of spells known, and you can cast it without expending a spell slot. When you cast it in this way, you can take 1d6 + 2 turns in a row.

Once you cast time stop in this way, you can't do so again until you finish a long rest.

Soulblast

23rd-level Divine Soul feature

As an action, you can open a portal to the Outer Planes inside your chest, releasing a blast of planar energy in a 120-foot radius. Choose on of the following effects:

Positive Energy Channel. Each creature of your choice in the area regains 100 hit points and deals an additional 1d8 radiant damage each time it hits a creature with a weapon attack within the next minute.

Negative Energy Channel. Each creature of your choice in the area takes 50 necrotic damage and suffers 1 level of exhaustion.

Once you use this feature, you can't do so again until you finish a long rest.

Dragon Reborn

23rd-level Draconic Bloodline feature

Your blood becomes indistinguishable from that of a dragon's. As an action, you can assume the form of an ancient dragon associated with your Draconic Ancestry as if by the shapechange spell for 1 hour, even if its challenge rating is greater than your level.

Once you use this feature, you can't do so again until you finish a long rest.

Walls of Darkness

23rd-level Shadow Sorcery feature

You can swallow even the prism of light into darkness. You learn the prismatic wall spell, it doesn't count against your number of spells known, it counts a sorcerer spell for you, and you you can cast it without expending a spell slot. When you cast it in this way, the spell differs in the following ways:

  • The plane of light is instead a plane of magical darkness.
  • It sheds no bright light and dim light for an additional 200 feet.
  • The walls retain their colors and order, but they are visible only to you, appearing black to everyone else.

Once you cast prismatic wall in this way, you can't do so again until you finish a long rest.

Storm's Malice

23rd-level Storm Sorcery feature

You can swallow even the prism of light into darkness. You learn the storm of vengeance spell, it doesn't count against your number of spells known, it counts a sorcerer spell for you, and you you can cast it without expending a spell slot. When you cast it in this way, damage can't break your concentration on the spell.

Once you cast storm of vengeance in this way, you can't do so again until you finish a long rest.

Chaos Incarnate

23rd-level Wild Magic feature

Your innate magic warps the tides of chaos. As a bonus action, you can cause the magic within you to overflow for 1 hour. For the duration, whenever you cast a spell, you can roll on the Wild Magic Surge table.

Once you use this feature, you can't do so again until you finish a long rest.

The Warlock (Epic Adventurers)
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st
... ... ... ... ... ... ... ...
20th +6 Eldritch Master 4 15 4 5th 8
21st +7 Otherwordly Patron feature 5 16 4 5th 9
22nd +7 Pact Boon Upgrade 5 16 4 5th 9
23rd +7 Invoker 5 17 4 5th 9
24th +7 Ability Score Improvement 5 17 4 5th 10
25th +8 Arcanum Mastery 5 18 4 5th 10

The Epic Warlock

Warlocks that exceed 20th level gain the following features.

Pact Boon Upgrade

22nd-level warlock feature

In recognition of your commitment, you patron empowers the gift granted by you pact boon.

Pact of the Blade

You can make an attack with your pact weapon as a bonus action on your turn, and attacks made with your pact weapon deal additional force damage equal to your Charisma modifier on a hit.

Pact of the Chain

You can choose from the following additional special forms for your familiar: death dog, faerie dragon, mimic, ochre jelly, scarecrow, or spined devil.

Pact of the Tome

Choose three 1st-level spells from any class's spell list (the three needn't be from the same list). While your Book of Shadows is on your person, you can cast those spells at will, they don't count against your number of spells known, and they are warlock spells for you.

Invoker

23rd-level warlock feature

Few secrets remain outside your reach. When you finish a long rest, you can choose one of the invocations you know and replace it with another.

Arcanum Mastery

25th-level warlock feature

You regain all uses of your Mystic Arcanum when you finish a short rest instead of a long rest.

Subclasses

The following features are added to warlock subclasses at levels exceeding 20th level.

Fey Charm

21st-level Archfey feature

Your patron's fey charm leaves you beguiling. Creatures have disadvantage on saving throws against being charmed by you.

Otherwordly Light

21st-level Celestial feature

Your light overflows with your patron's support. Your pool of d6s becomes a pool of d8s.

Unfathomable Reserves

21st-level Fathomless feature

Your reserves of power are as deep as the seas. When you start your turn with no available spell slots, you can use a bonus action to regain one.

Once you use this feature, you can't do so again until you finish a short or long rest.

Unpersonate

21st-level Fiend feature

Your patron's fiendish nature becomes a natural state that you can mimic. As an action, you can assume the form of a pit fiend or balor as if by the shapechange spell for 10 minutes. Your DM has their statistics.

Once you use this feature, you can't do so again until you finish a long rest.

Conjure Genie

21st-level Genie feature

You can call on the creatures associated with your patron. As an action, you can conjure a dao, djinni, efreei, or marid (your choice must be that of your Genie Kind) in an unoccupied space within 60 feet of you. Your DM has the genie's statistics.

The genie remains for 1 hour, until you lose concentration (as if concentrating on a spell), or until it drops to 0 hit points. It is friendly to you and your companions while it remains. Roll initiative for the genie, which has its own turns. It obeys any verbal commands that you issue it (no action required). If you don't any issue commands, it defends itself from hostile creatures but otherwise takes no actions.

Once you use this feature, you can't do so again until you finish a long rest.

Elder-itch

21st-level Great Old One feature

Your patron's ancient age and incomprehensible mind become tangentially familiar to you. For every 10 years that pass, your body ages only 1 year, and you can telepathically speak to any creature you can see within 120 feet of you.

Additionally, you can name an action you believe you will take in the next hour, such as I will try to persuade this shopkeeper or I will attack the dragon, and spend 1 minute tapping into the mind of your patron to prepare. When you do so, you gain a d20. When you complete the action, you can roll the d20, adding or subtracting the result of your roll to any attack roll, ability check, or saving throw made in conjunction with the action.

Once you roll this d20, you can't do so again until you finish a short or long rest.

Blade of Nightmare

21st-level Hexblade feature

Once per turn, when you hit the target of your Hexblade's curse with a melee weapon attack, you can force it to make a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Continuous Dread

21st-level Undead feature

You can horrify your enemies limitlessly. Your From of Dread lasts until you choose to end it, instead of for 1 minute.

The Epic Wizard

Wizards that exceed 20th level gain the following features.

Arcane Analysis

22nd-level wizard feature

You learn to decode spells that elude even the most practiced wizards. You can copy a spell with the ritual tag into your spellbook even if it is not on the wizard spell list. For each level of the spell, the process takes 4 hours and costs 250 gp. Once you have spent this time and money, the spell becomes a wizard spell for you and you can prepare the spell.

Arcane Recovery Improvement

23rd-level wizard feature

You can regain slots of 6th level or lower with your Arcane Recovery feature.

Subclasses

The following features are added to wizard subclasses at levels exceeding 20th level.

Master Gish

21st-level Bladesinging feature

You can prepare a number of wizard spells equal to your proficiency bonus in addition to the wizard spells you would normally prepare each day. The spells you chose must have a range of Self.

Greater Bladesong

25th-level Bladesinging feature

Provided you aren't wearing medium or heavy armor or using a shield, you can use a bonus action to start the Greater Bladesong, which lasts for 10 minutes. It ends early if activate your Bladesong, 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 Greater Bladesong at any time (no action required).

While your Greater Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier and you can add your Intelligence modifier of your melee weapon attacks.
  • Your speed increases by 10 feet.
  • You have advantage on all Dexterity checks.
  • Damage can't break your concentration on spells.
  • You can attack three times, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your wizard cantrips in place of one of those attacks.

Once you use this feature, you can't use it again until you finish a long rest.

Chronurgy Master

21st-level Chronurgy Magic feature

You can prepare a number of wizard spells equal to your proficiency bonus in addition to the wizard spells you would normally prepare each day. The spells you chose must appear on the Dunamancy spell list.

Absolute Abeyance

25th-level Chronurgy Magic feature

When you use your Arcane Abeyance feature to create a mote, you can do so using a spell slot of any level.

Graviturgy Master

21st-level Graviturgy Magic feature

You can prepare a number of wizard spells equal to your proficiency bonus in addition to the wizard spells you would normally prepare each day. The spells you chose must appear on the Dunamancy spell list.

Non-Newtonian Magician

25th-level Graviturgy Magic feature

You add the reverse gravity spell to your spellbook, if it is not there already, and you can cast it at will without expending a spell slot.

Master Scribbler

21st-level Order of Scribes feature

You can prepare a number of wizard spells equal to your half your proficiency bonus (rounded up) in addition to the wizard spells you would normally prepare each day.

The Immortal Word

25th-level Order of Scribes feature

Your dedication to protecting your Awakened Spellbook leads to an arcane discovery beyond the comprehension of mortal beings outside your Order. Your Awakened Spellbook is immune to damage and conditions. Moreover, it can only be destroyed if you are alive and will it.

Abjuration Master

21st-level School of Abjuration feature

You can prepare a number of wizard spells from the school of abjuration equal to your half wizard level (rounded up) in addition to the wizard spells you would normally prepare each day.

Absorbing Ward

25th-level School of Abjuration feature

While your ward has 0 hit points and you would take damage, you can expend a spell slot to reduce that damage to 0 and repair your ward, causing it to regain hit points. The number of hit points restored to the ward equals the total damage you would've taken or 5 times the slot's level, whichever is higher.

Once you use this feature, you can't do so again until you finish a long rest.

The Wizard (Epic Adventurers)
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2
... ... ... ... ... ... ... ... ... ... ... ... ...
20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1
21st +7 Arcane Tradition feature 6 4 3 3 3 3 2 2 1 1
22nd +7 Arcane Analysis 6 4 3 3 3 3 2 2 2 1
23rd +7 Arcane Recovery Improvement 6 4 3 3 3 3 2 2 2 1
24th +7 Ability Score Improvement 6 4 3 3 3 3 2 2 2 2
25th +8 Arcane Tradition feature 6 4 3 3 3 3 2 2 2 2

Conjuration Master

21st-level School of Conjuration feature

You can prepare a number of wizard spells from the school of conjuration equal to your half wizard level (rounded up) in addition to the wizard spells you would normally prepare each day.

Intelligent Service

25th-level School of Conjuration feature

Any creature that you summon or create with a conjuration spell can add your Intelligence modifier to its attack rolls, ability checks, and saving throws.

Divination Master

21st-level School of Divination feature

You can prepare a number of wizard spells from the school of divination equal to your half wizard level (rounded up) in addition to the wizard spells you would normally prepare each day.

Greatest Portent

25th-level School of Divination feature

You correct reality with the power of your precognition. When you roll d20s for your Portent feature, you can roll five dice and choose any three as your foretelling rolls. You must choose the dice before you replace a d20 roll with a die rolled in this way.

Enchantment Master

21st-level School of Enchantment feature

You can prepare a number of wizard spells from the school of enchantment equal to your half wizard level (rounded up) in addition to the wizard spells you would normally prepare each day.

Mass Enchanter

25th-level School of Enchantment feature

When you cast an enchantment spell of 1st level or higher that targets only one creature, you can target a number of creatures within range equal to your proficiency bonus.

Evocation Master

21st-level School of Evocation feature

You can prepare a number of wizard spells from the school of evocation equal to your half wizard level (rounded up) in addition to the wizard spells you would normally prepare each day.

Apocalyptic Evocation

25th-level School of Evocation feature

The damage you evoke is cataclysmic. You gain the following benefits:

  • You can use your Overchannel feature on wizard spells through 7th level.
  • Your evocation spells deal double damage to objects and structures.
  • When you roll damage for an evocation spell and deal less than the average expected damage of the spell, you can reroll the damage of the spell, choosing the higher result.

Illusion Master

21st-level School of Illusion feature

You can prepare a number of wizard spells from the school of illusion equal to your half wizard level (rounded up) in addition to the wizard spells you would normally prepare each day.

Interplanar Illusions

25th-level School of Illusion feature

No plane of existence is beyond the touch of your illusions. When you cast an illusion spell that targets an area, you can ignore the spell's range, instead choosing to cast that spell on any location you are familiar with, even if it is on another plane of existence.

Necromancy Master

21st-level School of Necromancy feature

You can prepare a number of wizard spells from the school of necromancy equal to your half wizard level (rounded up) in addition to the wizard spells you would normally prepare each day.

Undying Army

25th-level School of Necromancy feature

While you have no Undead under your control, you can cast animate dead without expending a spell slot as an action or as a reaction to a Humanoid within range becoming a corpse.

Transmutation Master

21st-level School of Transmutation feature

You can prepare a number of wizard spells from the school of trasnmutation equal to your half wizard level (rounded up) in addition to the wizard spells you would normally prepare each day.

True Shapechanger

25th-level School of Transmutation feature

You add the true polymorph spell to your spellbook, if it is not there already, and you can cast it without expending a spell slot. When you do so, you can only target yourself or an object within 15 feet of you.

Once you use this feature, you can't do so again until you finish a long rest.

War Master

21st-level War Magic feature

You can prepare a number of wizard spells equal to your proficiency bonus in addition to the wizard spells you would normally prepare each day. The spells you chose be of the school of abjuration or evocation.

Arcane Deflector

25th-level War Magic feature

You are far too familiar with your Arcane Deflection to be limited by its use. When you your Arcane Deflection feature, you are no limited to casting cantrips until the end of your turn.

 

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