Dragonshard's Class Compendium

by Dragonshard

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Dragonshard's Class Compendium

Part 1 - Introduction

1.1 Why Create Classes?

My History with D&D

I adore D&D. I have been playing this game since 3.5e when I was about 7 or 8 years old. I also dabbled in Pathfinder for a couple years when some of my highschool friends got into it.

I often found myself DM'ing because I loved the creative aspect of putting together monsters and dungeons and BBEGs. I could spend as much time as I wanted fleshing out a dangerous and interesting world. Balance wasn't always there in my creations but I loved it anyway. As I gained more experience, I became very interested in the mechanics of balance, researching and reading about the decisions behind why some classes could do certain things and the opportunity cost of those classes as they missed out in other areas.

While these things were interesting for me early on, it wouldn't be until years later (mid-2021 to be precise) that I would actually begin learning to homebrew my own classes.

The Strength and Weakness of 5e

Fifth edition is a fantastic installment in D&D. No other edition has brought such popularity to the hobby, and I enthusiastically welcome all those who have recently become interested in D&D, whether through streams like Critical Role, introduced by their friends, or otherwise.

While there are a variety of reasons 5e is as popular as it is, I believe one of the major contributing factors is how approachable the rule system and mechanics are. Compared to earlier editions, 5e has streamlined many of the mechanics of D&D, making it far easier for new players to jump in and understand how to play. This relative simplicity is somewhat controversial in the community, but to me, it is one of 5e's greatest strengths.

However, this simplicity comes at a cost. With the streamlined nature of 5e, player options have also been kept simple to avoid overwhelming new players with excessive options. This means relatively few classes, with only one additional class, the artificer, released since the inception of 5e. Each class thus represents a large range of fantasy hero archetypes, often reflavored to fit a player's particular view of their characters. Many players praise this design: no need to bog down the game with many classes, when a few can represent whatever a player might want. However, I believe there are many unfilled, or poorly filled gaps in character archetypes that could be well filled by additional subclasses or entirely new classes.

My Solution: New Classes

To fill these gaps, I began to explore the realm of homebrewing entirely new classes. My very first class was the Magus, which I thought about for months before beginning work on it in earnest in September 2021.

As an illustrative example for how a new class can better fill a particular archetype, let's consider this Magus archetype. This class will be described in greater detail later on, but it suffices to say it is my version of a "spellsword" or "gish" class that everyone seems to make a version of. There are options in the base game to do this kind of archetype: paladins, wizard's bladesingers, and fighter's eldritch knights.

The issue is if you want an arcane spellsword, paladins might not fit well, and bladesingers/eldritch knights, as subclasses, are limited to only a handful of features tailored to the spellsword archetype. To solve this problem, a full class can be written so that all its features can be dedicated to the particular archetype one is trying to fill. In the case of the magus class, you gain a powerful feature "spellstrike" at 1st level that allows you to blend magic and weapon and immediately feel like the spellsword you want to be. All subsequent features of the class are also able to be tailored to the spellsword concept.

At this point, you might be wondering, "But doesn't this just complicate the approachable simplicity of 5e you were just praising". The answer to your question is yes, yes it does. But that's the beauty of homebrew, you only need to integrate whatever your group is interested in. And if someone is new or easily overwhelmed by options, they can always just select from the base classes. It probably doesn't need to be said, but all of the following content is completely optional: take whatever class you are interested in, or even select a few of a class's features to make a subclass for an official class if you feel comfortable doing so.

Twelve New Classes

To fulfill my desire to expand player options in 5e, I created 12 new classes over the last year. Each class took me about a month to write, including brainstorming and working its features, creating its document on gmbinder, numerically estimating class/subclass strength in excel and MATLAB, and putting trial characters of each class through playtest situations.

Each class I created is highly inspired by pathfinder. One thing I admire in pathfinder is the sheer volume of classes, feats, and other options while leveling in every class. Pathfinder's unique classes acted as a good launching point for creating my own, vastly reducing the time and effort I would need without that source of inspiration.

In order of release, my classes are the magus, bloodrager, oracle, brawler, summoner, witch, wildshifter, arcanist, inquisitor, shaman, cavalier, and alchemist. I love each of these classes and will be summarizing them and my thoughts and opinions of each in the following section.

1.2 Class Summaries

The following briefly describes each class in a couple paragraphs, followed by my personal thoughts on the class.

Magus

Summary

The magus is your typical "spellsword" class. It's a halfcaster, half-martial class, like the paladin or ranger. Blending wizards and fighters, it's signature feature, "spellstrike", allows a magus to cast a spell with a strike of their weapon, dealing their weapon damage and hitting the target with the spell at the same time. They get cantrips, so their basic attack is generally spellstriking a damaging cantrip with a weapon attack.

With a 1d8 hit die, only light or medium armor, and no shields, magi are on the squishier side. They make up for this by being especially efficacious with their spells as a spellstruck spell forces the target to make their spell save with disadvantage (they still need to actually hit the target, so it balances out).

My Thoughts

The magus is my baby. For years, I wanted a class tailored entirely to a spellsword concept and I dreamed of what a class like that might look like. I wasn't satisfied by the eldritch knight or bladesinger, so I eventually decided to make something of my own to fill the need.

The magus class is a satisfying way to feel like a spellsword. Casting a spell with a weapon attack feels kind of like a paladin's smite, but the difference is you actually get to cause a spell's normal effects with the attack. A spellstruck spell only ever affects the one target, which gives the magus a particular niche as an effective single-target class with some spell utility (though far less than full casters). Other features of interest are magus arcana, giving them a limited resource to magically enhance their combat capability, magus' shield, giving them a magical boost to AC when they have a free hand and proficiency in concentration (constitution) checks, and spell absorption, allowing them to reduce magical damage they take and turn it back on their foes.

To my delight, the magus became one of the more popular classes I have released.

Bloodrager

Summary

The bloodrager is a blend of barbarians and sorcerers into another halfcaster, half-martial. They have rages (called bloodrages) like a barbarian, but lack their full martial capabilities (e.g. they get a 1d10 hit die, no danger sense, fast movement, brutal critical, etc.). To make up for this reduced martial capability, they also get access to sorcerer spells to supplement their feral fighting.

A bloodrager's primary, unique features are bloodrage, which gives them extra damage on their attacks and spells, savage magic, allowing them to harm themselves to empower their magic, fierce caster, allowing them to make a single melee attack when they cast a spell, and sorcerous/eldritch rage, which allow them to cast spells targeting themselves when they initiate their bloodrage.

My Thoughts

I enjoyed writing the magus so much I decided why not make a second halfcaster. My favorite official class is the sorcerer, but, depending on the campaign/DM style, slinging spells from the backline can often be boring to me.

The bloodrager lets you enjoy the feeling of a caster with inherent, sorcerous power, but also lets you effectively fight on the frontline. It's difficult to efficiently multiclass a barbarian and caster evenly, without feeling like you are simply a weak barbarian mixed with a weak caster, especially due to the limitations on casting while raging. The bloodrager is the answer to that, where your rages and furious attacks are mixed with your spellcasting, instead of being at odds.

Oracle

Summary

Oracles are a fullcaster class. They have a spell list that is basically 2/3 cleric, 1/3 sorcerer, with access to nearly all divination spells. Their signature feature that really makes them an oracle is epiphany, which allows them to cast augury, divination, or commune (the latter spells become available as they level up) as a bonus action once per long rest. This feature allows the oracle to receive sudden knowledge at any point, even in combat.

All oracles also have an "oracle's curse", a flavorful debilitation (e.g. partial deafness, being haunted/possessed, disease) which actually grants benefits as you gain oracle levels. Their other main class feature is the capstone "revelation" which allows you to ask an additional question with augury/divination/commune.

My Thoughts

Creating the oracle was a unique challenge for me. It was my first time creating a fullcaster class, which get fewer class features to really establish their identity. When I first finished the oracle, I was underwhelmed because the Oracle didn't feel like a coherent class. Each subclass felt like it was entirely different from any other, and there was nothing that made each oracle actually feel like an oracle. So I scrapped my first version of the class and entirely reworked it, redoing all of the main class features (except Oracle's curse) and removing the level 20 capstone feature from each subclass and giving it to the main class instead.

This is when I developed the epiphany and revelation features, which allowed the oracle to cast augury/divination/commune different than any other class, having the opportunity to cast them once per long rest as a bonus action, representing the sudden flashes of knowledge oracles are known to receive. With these additions, the oracle finally felt like an oracle.

The time spend rewriting the oracle paid off as it would become my second most popular class.

Brawler

Summary

Brawlers are martial classes, whose unarmed attacks are similar to monks, but that's where the similarities end. Brawlers' main statistic is strength and they rely on unconventional grappling, shoving, and disarming while they attack. The signature feature of brawlers is "dirty fighting" which gives them "cheap shot" points which can be expended to grapple/shove/disarm or perform a subclass-specific technique when they attack.

Brawlers also get a powerful defensive feature at first level, "hard knocks", which grants them resistance to all damage for one round. At higher levels, brawler's unarmed damage die increases, they are able to grapple/shove larger opponents, and they get more uses of hard knocks. They also get a variety of other familiar features such as "fast movement" and "danger sense", and some unique ones like "awesome blow" and "size-up opponent".

My Thoughts

The brawler was my first martial class. One of my biggest gripes with martials is that DM's tend to limit them more than I think is appropriate. If it's unrealistic for a real person to do something, DM's tend to consider it impossible for a martial to do, while casters get to bend the fabric of reality with their spells. (Sidenote: this is the main reason I love laserllama's alternate fighter and barbarian with their exploit system, please go check those out).

So, when writing the brawler, I wanted to make sure it was capable of doing fantastic and impossible feats, despite being a pure martial. "Force of will" makes their attacks count as magical for resistance purposes, their "dirty fighting" points let them perform techniques unique to their subclass or simply grapple/shove as they attack, and "improved dirty fighting" and "legendary brawler" let them use these grapples and shoves on larger and larger creatures as they level. A level 20 brawler can basically suplex an ancient dragon if they succeed on the grapple and shove prone competitions, which I think is awesome.

Summoner

Summary

The summoner is a halfcaster with a class pet, called an "eidolon". The eidolon is a creature created by the summoner and gets features of your choice as you level-up in a unique "evolution" system. The summoner itself primarily learns conjuration spells and support spells to bolster its eidolon and allies.

Some of the summoner's other features are "summon creature", giving the summoner some more variability in what summoning creatures other than their eidolon, "maker's call" and "transposition", which teleport you and your eidolon relative to one another and allows "self" spells to target the eidolon instead, "life bond" which lets you reduce your own hit points to reduce damage to your eidolon, "aspect" which gives you some of your eidolon's features, and "merge forms" which allows you to merge with your eidolon, primarily as a protective measure.

My Thoughts

I put a lot of work into the summoner. It took a lot of thought and experimentation to figure out an appropriate way to make eidolons and evolutions work, until I finally landed on the current version of the summoner. Summoners effectively control two characters, their normal character and their eidolon, which obviously grants a major advantage to the class. So, these two units needed to be appropriately balanced such that the eidolon and summoner were both interesting and useful, while not being too powerful together. This is why the summoner ended up basically being a halfcaster wizard with very limited damaging spells to make up for the presence of the eidolon. The lack of damaging spells also pushes the summoner towards more support-based spells and conjuration magic, which contributes to the mechanical identity of the summoner aiding its eidolon.

The evolution system for this class (heavily inspired by pathfinder) is probably the best homebrew I have written, or at least one of my favorites. It grants a huge amount of variability to the summoner class but doesn't harm the class's identity or make it feel incoherent. Plus, the ability to basically invent your own monster to fight with you is just plain awesome.

The summoner is the most popular class I have written, and I believe the class definitely deserves the honor.

Witch

Summary

The witch is my second fullcaster class. It is what I call an "ultracaster", which only sorcerers and wizards fall into from the official classes. These casters have d6 hit die, no armor proficiencies, minimal weapon proficiencies, and a wide variety of spell options. The witch's signature feature is "hex", where a few times per day they can curse a target, choosing the effect from a variety of hexes that they can learn as they level. In terms of spell options, their spell list is basically 2/3 warlock and 1/3 druid.

Witches also have a "witch's familiar" which can concentrate on hexes for them (playing off the unlucky 'black cat' trope of witches), and get the feature "witchcraft" which lets them imbue objects with spells activated similarly to the "contingency" spell.

My Thoughts

The witch is a fun caster, and ended up being fairly popular, likely due to existing desire for a good witch homebrews amongst the community. As an "ultracaster", there isn't as much in the way of features other than their spellcasting, but their "hex", "witch's familiar", and "witchcraft" features do grant them a sufficiently distinct identity from wizards, sorcerers, druids, etc. I particularly love the "witchcraft" feature, as I felt that was a fun way for witches to create a flying broom (if they felt like having that stereotypical witch item) or enchant some other ordinary item of their choice.

I really enjoyed writing the covens (subclasses) for the witch. I thought each had a very fun and unique identity, while still feeling "witchy". I tried basing covens off of common depictions of witches in media, and included both positive and negative connotations of witches in the bits of flavor text in each coven.

Wildshifter

Summary

The wildshifter is essentially a martial druid. They have shapeshifting abilities, like the druid, but the majority of their class features are tailored to the shapeshifting concept, unlike druids. Although, in return, they do not get spellcasting. The main idea of the class is that a wildshifter learns various "wild aspects" allowing them to partially or fully transform into those creatures.

As they level, wildshifters also get features such as "chimeric form" and "avatar of the wilds", allowing them to blend their various wild aspects in unique combinations. In combat, a wildshifter primarily uses natural weapons from their wild aspects to fight, getting features like "natural weapons", "natural armor", "druidic claws", and "feral fury" to bolster their close-combat capabilities. There are also a couple of familiar features granted to wildshifters including "evasion", "land's stride", and "timeless body".

My Thoughts

I really like the idea of the wildshifter. While druids are technically able to shapeshift as well, it isn't always the most viable option in combat when their main strength comes from spellcasting. Wildshifters are the answer to this as they become quite effective in melee through their wild aspects.

Unfortunately, wildshifters did not get a lot of attention on release. I believe this is primarily due to their similarity to druids, causing them to feel like a repeated class. In addition, druid's wildshape allows for a larger variety of animal forms than wildshifters get access to, which feels disappointing for a class based on shapeshifting. Wildshifters have since received a buff allowing them greater variety in their shapeshifting, while maintaining the specific strengths they obtain from their selected wild aspects.

I also feel like I would be remiss if I did not mention that yes, I noticed this class's "wild aspect" feature is reminiscent of the animorphs. Thank you.

Arcanist

Summary

The arcanist is a fullcaster blend of sorcerers and wizards, creating an intelligence-based caster with unique spell-blending and twisting capabilities. While sorcerers have meta-magic options to alter their spells in unique ways, arcanists instead blend their spells together, mixing various effects and elements of the component spells with one another using their signature feature "spell blending".

Because spell blending is obtained at level 3, a weaker version "spell tweaking" is granted to arcanists at level 1, allowing them to make minor modifications to spells they cast, using the ranges/damage types/etc. from other spells they know. Arcanists also learn "arcane consolidation" allowing them to combine lower level spell slots into higher level ones (this is limited by their arcanist level) which synergizes well with spell blending. Lastly, arcanists also get to "invent" new spells with the "spell writer" feature which involves blending two spells and reducing the spell slot level required for that particular blend by one.

My Thoughts

The arcanist is my way of creating a system for spell homebrewing within a class. Those who would enjoy twisting and altering spells to be different from their original function will love playing around with the possibilities of this class.

Other than their unique spell blending, the class does feel similar to a sorcerer or wizard in terms of the kind of magic it has access to. However, it does successfully create its own unique identity with the "tweak spell", "spell blending", and "spell writer" features, though.

Inquisitor

Summary

The inquisitor is a halfcaster (prepared spells), with martial and utility capabilities akin to a ranger, but with divine-oriented spells and flavor. The class's signature feature is "judgment" where the inquisitor chooses a particular creature and gains bonuses against that creature (e.g. bonuses to hit, increases AC against its attacks, giving it a penalty against your spell save DC, etc.). Class spells are oriented towards utility and information gathering, mixed with cleric support spells and control spells.

The class also gets significant exploration/knowledge utility with features like "monster lore" that give them bonuses to identifying and understanding creatures they come across, "track the vile" which improves their ability to find and follow creatures, "expose the wicked" improving their detect good and evil spell, and "discern lies" which allows them to automatically know when someone is being intentionally deception. In terms of combat ability, they get the familiar "fighting style" feature, "bane of evil" which grants them additional damage against a creature type they choose during a rest, "stalwart" which improves their wisdom and constitution saves, and "final judgment" at 20th level which allows for a possible insta-kill once per day on a failed save (at this point, the big bads will have legendary resistance, so this is something that could only work once those have been exhausted).

My Thoughts

This is one of my personal favorites. As you may have noticed while I talked about the magus, I'm a big fan of writing halfcasters that blend physical prowess in combat with magic. I believe the inquisitor hits the nail on the head for class identity, when it comes to both flavor and mechanics. Its magical capabilities really lean towards gathering information and controlling foes, which feels perfect for a bounty-hunter-like, wicked-slaying class like the inquisitor.

Also, it's more utility-based features like "track the vile" or "monster lore" are useful (if somewhat situational) and synergize very well with the class's "bane of evil" damage boost. This makes the class optimal when it uses its features and spells to determine where and what kinds of creatures they will be meeting and then preparing to deal with those specific creatures with "bane of evil" and their prepared spell selection. This feels very much like you'd expect an inquisitor to act, so I'm pleased with how the mechanical features match the intended flavor.

Also, for some reason, I went super hard on the "relic keeper" inquisition which is 3 pages long, compared to the 1 page at most I've written for every other subclass from every other class.

Shaman

Summary

The shaman is a pact-caster, who learns and casts spells like a warlock. Its spell list can be described as 2/3 druid and 1/3 warlock with a focus on both natural magic and debuff/curse/control spells. It's signature feature is "totems and trinkets", though totems are what primarily give the class its own identity. Totems provide a powerful buff or debuff to a particular creature and require concentration which can be maintained through your "spirit guide", another feature. Trinkets are more passive bonuses that can be selected in addition to totems as you level.

Other than totems and trinkets, a shaman's main features are their spellcasting and "spiritual incant". Spiritual incants are like a warlock's "mystic arcanum", granting the shaman a 6th, 7th, 8th, and 9th level spell as they level. Each set of shamanic spirits (subclasses) has its own ethereal manifestation at 20th level which involves taking on the form of your spirits and grants a large buff once per day.

My Thoughts

The shaman is the 10th class I had written, and by that point I had not written anything that casts spells like a warlock, so I decided this was the time. It made sense too; the shaman derives power from the spirits that follow them, which felt akin to a warlock gaining power from their patron.

The totems and trinkets options are the most variable part of the class, allowing players to choose what kinds of bonuses they like and really craft their own shaman build. The existence of totems and a spirit guide gives the class its own identity and unique mechanics where you can temporarily manifest your spirit guide to produce a totem effect but this makes them vulnerable.

The "cosmic spirits" subclass wins the trophy for the strangest subclass I've written. In summary, the subclass chooses either gravitational magic or electromagnetic radiation magic and gets features based on their choice. Their forms also become more and more alien becoming more like a radiation-producing, gravity-exerting cosmic body able to survive the harsh environment of space. The subclass features are also helpful within atmosphere if your campaign is not Spelljammer.

Cavalier

Summary

The cavalier is a fighter-like class with charisma as a secondary statistic. Their signature feature is "cavalier's mount" which allows them to select a mount at first level that grows in strength with them, remaining relevant even as the cavalier levels up. There are various mount archetypes to choose from granting their own unique benefits. The other major feature of cavaliers is their "heraldric banner" which can be held or planted in the ground to give allies in the vicinity different bonuses.

For combat, cavaliers also get the familiar "fighting style" feature, "charge" and "heroic charge" which allow them to deal extra damage when they attack after moving towards an opponent, "fleet mount" which improves the speed of their mount with as they level, and "valiant" which allows them to regain some hit points once between each rest. They also gain improvements to their banner from the "heroic banner", "renowned banner", and "legendary banner" features.

My Thoughts

My primary reason for writing the cavalier was that I wanted a way for players to be able to have a mount that remained relevant, even as players gained levels. In the base game, at some point it becomes completely unfeasible to use horses or similar mounts as regular amounts of damage dealt far exceed their hit point pool. The cavalier provides a way to make mounted combat practical while remaining balanced.

In some ways, the cavalier is like a non-magical paladin, whose support features come from their banner instead of magic/auras. However, in practice, the playstyle of cavaliers is very different. On the battlefield, they are extremely mobile, moving from place to place, using their mount to disengage or dash as needed and providing support wherever the need is greatest. They can even plant their banner somewhere so that they are free to move around while still providing its benefits to their allies. In contrast, paladins' powerful aura features generally make it beneficial to stay near the center of the fray amongst allies.

Alchemist

Summary

Alchemist are kind of like half-casters, except instead of directly casting magic, the alchemist uses its slots to create potions (called "extracts") which mimic spells and to throw "alchemical bombs". Extracts produce the effects of magical spells on whoever is affected by them (e.g. drinking them or being stabbed by a blade coated in the extract). This results in a unique "spell" system unlike any existing class.

One of the alchemist's most interesting features are their "discoveries" that you select as you gain levels. These can be improvements to their alchemical bombs, mutagens that alter the alchemists stats and abilities, or knowledge discoveries which grant other miscellaneous bonuses.

My Thoughts

For the final installment in this collection, I wanted to do something very unique, unlike any of the other classes I had written. I landed on this concept for the alchemist, who produces magical spells unlike any other class. It took some time to make its system of extracts balanced and functional, but the result is a very unique way of producing spells reserved just to this class.

Extracts are powerful as they can be used by anyone with just a bonus action (regardless of the corresponding spell), but have the major drawback that each potion must be prepared during a rest. An alchemist cannot just use its slots on any of their prepared extracts in the middle of combat, they need to have already made that extract. This requires alchemists to intelligently plan ahead and pass out extracts/potions, which fits the expected flavor of an alchemist perfectly.

Part 2 - Classes

  • Class List

  • 2.1 Magus ...................................... 10

  • 2.2 Bloodrager ..............................  24

  • 2.3 Oracle ..................................... 38

  • 2.4 Brawler  ...................................  54

  • 2.5 Summoner  ................................ 67

  • 2.6 Witch  ......................................  91

  • 2.7 Wildshifter  ............................  104

  • 2.8 Arcanist ................................. 123

  • 2.9 Inquisitor  ..............................  137

  • 2.10 Shaman ................................. 154

  • 2.11 Cavalier   ............................... 172

  • 2.12 Alchemist   .............................  188

The Magus

Magus

A half-elf, wielding her signature curved blade, strides towards the orc raiding party. As the nearest orc prepares to deflect the anticipated strike, the elf waves her hand causing the blade to ignite with flame. She deftly brings her blade down as the fire engulfs her target.

A human scholar spends days poring over countless tomes of ancient secrets and combat styles from unknown lands. Finally, he grins as he is hit with an epiphany. Grabbing his hand axe and whirling it in a defensive posture, lightning crackles from the spinning metal. His research complete, he seeks out a worthy opponent.

A tiefling in dark leathers peers from a rooftop under the cover of darkness. He whispers an incantation under his breath, as shadows engulf his quarry's eyes below. The blinded target is unable to avoid the plunging blade.

All of these heroes are magi. Though individual magi are as diverse as weapons and spells, all magi combine the martial prowess of fighters with the arcane power of wizards. Devoting their lives to the study of both schools, magi combine blade and arcana with devastating effect. Many are naturally drawn to adventure often seeking the chance to perfect their craft or use their skills to benefit themselves or others.

Might and Magic

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As magi grow in power, they unlock powerful forms of arcana that allow them to merge their talents further, and at the pinnacle of their art, magi become
a blur of steel and magic, a force that few foes would dare to stand against.

Versatile Students

Magi spend much of their time traveling the world, learning whatever secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of knowledge, picking up anything that might aid them in their search for martial and magical perfection.

Creating a Magus

To create a magus, consider what drives your character to develop their martial and magical prowess. Did something happen to a loved one, instilling in you a need to protect others? Do you have a rival, whom you must prove inferior? Do you come from a family or tradition that expects absolute perfection in the art of combat?

As a magus gains power, they refine their focus into a particular magi study. Although the class features related to your study don’t appear until you reach 3rd level, plan ahead for that choice by reading the study descriptions at the end of the class. Are you a heavily-armored warrior, using magic to supplement your powerful strikes? Are you a student of witchcraft, using your arcane energies to curse and control others? Or are you a devoted servant of a diety, trained to purge evil from the land?

Finally, consider your motivations for pursuing adventure. Are you adventuring to improve your mastery of martial combat or arcane knowledge? To use your abilities for good? Or maybe to prove yourself to your mentor or a parent figure?

Quick Build

You can make a magus quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the sage background. Third, choose
the fire bolt and shocking
grasp cantrips.

The Magus Table
Level Proficiency
Bonus
Features Arcana
Points
Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 Spellcasting (Cantrips), Spellstrike - 2
2nd +2 Spellcasting (Spell Slots), Magus Arcana (2) 2 2 2
3rd +2 Magus Study, Spell Recognition 3 3 3
4th +2 Ability Score Improvement 4 3 3
5th +3 Extra Attack 5 4 4 2
6th +3 Magus' Shield 6 4 4 2
7th +3 Magus Study Feature 7 4 4 3
8th +3 Ability Score Improvement 8 4 4 3
9th +4 9 4 4 3 2
10th +4 Magus Arcana (2), Arcane Knowledge (2) 10 4 4 3 2
11th +4 Magus Study Feature, Improved Spellstrike 11 4 4 3 3
12th +4 Ability Score Improvement 12 4 4 3 3
13th +5 13 4 4 3 3 1
14th +5 Spell Absorption, Arcane Knowledge (1) 14 4 4 3 3 1
15th +5 Magus Study Feature 15 4 4 3 3 2
16th +5 Ability Score Improvement 16 4 4 3 3 2
17th +6 17 4 4 3 3 3 1
18th +6 Magus Arcana (2), Arcane Knowledge (1) 18 4 4 3 3 3 1
19th +6 Ability Score Improvement 19 4 4 3 3 3 2
20th +6 True Magus 20 4 4 3 3 3 2

Class Features

As a Magus, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per magus level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magus level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two skills from Acrobatics, Athletics, Arcana, History, Investigation, Religion

Equipment

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

  • A martial melee weapon
  • (a) a chain shirt or (b) leather armor
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer's pack

Spellcasting

As a student of arcane magic and martial technique, you commit spells to memory for use even while engaged in combat. See the magus spell list for the spells you can learn.

Cantrips

At 1st level, you know two cantrips of your choice from the magus spell list. You learn additional magus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table.

Spell Slots

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

Spells Known of 1st Level and Higher

At 2nd level, you learn two 1st-level spells of your choice from the magus spell list. Each time you gain a Magus Level, you may learn one magus spell and replace one of the magus spells you know with another spell of your choice from the magus spell list. Each of these spells must be of a level for which you have spell slots, as shown on the Magus table.

Spellcasting Ability

Intelligence is your spellcasting ability for your magus spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one.


Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your magus spells.

Spellstrike

At 1st level, you learn to deliver magical spells through melee attacks. Once per round, when you perform a melee attack and before you roll to hit, you may additionally cast a magus spell as part of the attack action by expending a spell slot of the spell's level or higher.

After choosing a spell, roll to hit as if attacking normally with your weapon. On a hit, the target suffers the weapon damage as well as the spell's effects. If the spell requires a saving throw, the target makes its initial save at disadvantage. On a miss, no weapon damage is dealt and the spell has no effect. On a critical hit, both the weapon damage die and any spell damage die are rolled twice and added together.

Spellstrike Rules:

  • Spell Action: Spells used in spellstrike must have a casting time of 1 action or bonus action and must not normally require making a weapon attack.
  • Cantrips: Cantrips can be cast as part of spellstrike and do not require a spellslot to be expended. However, cantrips cast this way deal damage as if cast by a character of levels 1-4.
  • Area of Effect/Multiple Targets: Spells that affect an area or multiple targets instead only affect the creature targeted with spellstrike.
  • Somatic Component: Spells with a somatic component may be cast with spellstrike while wielding a two-handed or versatile weapon in both hands, or a single weapon in each hand.

Magus Arcana

At 2nd level, you learn to weave martial prowess with arcane mastery, with hybrid abilities called "Magus Arcana." You know two such abilities. When you reach levels 10 and 18, you learn two more Arcana.

You may gain multiple features that allow you to spend AP when you successfully hit a creature. Only one such feature may be used on each hit.

Arcana Points

Magus Arcana cost Arcana Points (AP) to use. You have a number of Arcana Points equal to your Magus level. Expended AP are replenished after you complete a short or long rest.

Magus Arcana List

  • Arcane Accuracy. As a bonus action, you may spend 1 AP to give yourself advantage on weapon attack rolls until the end of your turn.
  • Critical Arcana. When you critically hit with a weapon attack, you may use your reaction and spend 2 AP to stun the target until the end of your next turn.
  • Hastened Arcana. When you cast a spell with a casting time of one action, you may spend 3 AP to cast it as a bonus action instead. Any additional spells cast on your turn must be cantrips with a casting time of one action.
  • Arcane Rebuke. As a reaction, when you take damage from an attacker that you can see, you may spend 2 AP to cast a cantrip against that attacker.
  • Arcane Dodge. You can spend 1 AP to take the dodge action as a bonus action.
  • Elementalist Arcana. As a bonus action, you can spend 1 AP to add your Intelligence Modifier to your weapon damage (as cold, fire, or lightning) until the end of your turn.
  • Arcane Vigor. As a bonus action, spend 2 AP to gain temporary HP equal to double your Intelligence modifier.
  • Arcane Guise. As a bonus action, you can spend 1 AP to add your Intelligence modifier to Stealth and Deception checks you make for 1 minute.
  • Arcane Zeal. You can spend 1 AP to add your Intelligence modifier to the result of an initiative roll you make.
  • Arcane Flow. When casting a spell that requires you to make an attack roll, you may use your bonus action and spend AP equal to 1 + the level of the spell cast (1 AP for cantrips) to target an additional creature either within 5 feet of you or the initial target.

Magus Study

At 3rd level, you focus your research and practice to a refined Magus Study. The study you choose grants you features at levels 3, 7, 11, and 15.

The studies of the Warmage, Magister, Hexcrafter, Eldritch Archer, Devoted Slayer, Stygian, and Primagus are shown below.

Spell Recognition

Beginning at 3rd level, you quickly recognize magic even in the heat of combat. You know the school of magical spells and effects that target you, that you are in the area of effect of, or that otherwise affect you.

This feature does not apply if you are unaware that you are under the influence of a spell or effect, such as when you are charmed or believe an illusion. If you become aware of the spell, you know its school of magic.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

                           You can replace one of those attacks with a
                            cantrip (cast as if you were levels 1-4).

Magus' Shield

                                Beginning at 6th level, you can protect
                            yourself with magical energies. You gain
                       proficiency in constitution saving throws made
                        to maintain concentration on spells when you
                        take damage.

                       Also, whenever you have a free hand, you gain
                         a +2 bonus to AC, as if you were wielding a
                         shield. You lose this benefit until the beginning
                          of your next turn if you use that hand to wield
                            a weapon or otherwise manipulate an
                          object.

Arcane Knowledge

                      At 10th level, you have expanded your arcane
                        knowledge to other disciplines. You may learn
                        two spells from any class list.

                        The chosen spells must be of a level for
                         which you have spell slots and count as magus
                         spells for you. You learn one more such spell at
                          levels 14 and 18.

Improved Spellstrike

              At 11th level, you improve your ability to deliver
             damaging cantrips with your weapon. Beginning
             at this level, your damaging cantrips are treated as
            if you are levels 5-10 when cast with the spellstrike
           or extra attack features.

Spell Absorption

 At 14th level, you learn to absorb harmful magical energies into your weapon. When you take damage from a magical spell or effect, you may spend 2 AP and use your reaction to reduce the incoming damage by 1d10 + your Intelligence modifier + your magus level.

The magical damage you absorbed is stored in your weapon and unleashed on your next hit. Before the end of your next turn, when you first hit a creature with your weapon, you deal additional damage equal to the amount avoided. The damage type is the same as the original triggering spell or effect.

Once you have absorbed magic into your weapon, you cannot use this feature again until the magic has been released through a successful attack or until it dissipates at the end of your next turn.

True Magus

At 20th level, you become a master of spells and combat. You may use the spellstrike feature twice per round if at least one of the spells used is a cantrip.

Magus Studies

Magi have varied focuses and preferences regarding their magical and martial pursuits. These are grouped into "studies" representing the different approaches taken by magi.

Study of the Warmage

The warmage is a skilled specialist, using magic to supplement and augment their martial mastery. They are somewhat less inclined towards magical development than other magi, and instead seek supremacy with blade and armor.

Armor Bond

At 3rd level, when you choose this study, you gain proficiency in heavy armor.

In addition, you learn a ritual that creates a magical bond between yourself and one set of armor. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond. You can only bond with one set of armor at a time; to bond with new armor you must break your bond with the original armor as part of the ritual.

Once you have bonded armor to yourself, you no longer need to don and doff the armor as normal. Instead, as long as your bonded armor is on the same plane of existence, you can summon your armor as a bonus action on your turn, causing it to appear instantly on your body. Similarly, as a bonus action, you can dismiss the armor to a familiar location of your choice.

Warmage's Strike

Beginning at 3rd level, you can augment the damage of your weapon attacks with raw arcana. When you hit a creature with a weapon attack, you may spend AP to deal force damage equal to 1d6 per AP spent plus your intelligence
        modifier. You may spend a number of AP up to half your
                                                 magus level (rounded down)
                                                           to use this feature.

Fighting Style

At 7th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or have increased AC from the magus' shield feature.

Arcane Sunder

Beginning at 11th level, your weapon strikes can undercut a creature’s resistance to spells. When you hit a creature with a weapon attack, you may spend 2 AP to give that creature disadvantage on the next saving throw it makes to resist a spell before the end of your next turn.

Mind and Body

At 15th level, you learn to use your extensive martial knowledge to give yourself an edge in physical activities. When you make a Strength, Dexterity, or Constitution ability check or saving throw, you may use your reaction to add your Intelligence modifier to the result. This can be done a
                                                    number of times per long rest
                                                         equal to your Intelligence
                                                                   modifier (minimum
                                                                        of once).

Study of the Magister

In direct contrast to the warmage study, a magister
develops their spellcasting beyond that of the other magi studies. Magisters see the pursuit of arcane power as the ultimate means to perfection.

Arcana Flux

At 3rd level, you learn to bend your magical reserves to suit your purposes. You can use your arcane points to gain additional spell slots.

Creating Spell Slots. You can transform unexpended arcane points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Arcana Point Cost Spell Slot Level
2 1st
3 2nd
5 3rd
6 4th
7 5th

Converting a Spell Slot to Arcana Points. As a bonus action on your turn, you can expend one spell slot and gain a number of arcane points equal to the slot’s level.

Font of Mana

Beginning at 3rd level, through practice you have developed your magical reserves further than most. You gain additional spell slots at the following levels. These replenish with your other spell slots.

  • At 3rd level, you gain an additional level 1 Spell Slot.
  • At 7th level, you gain an additional level 2 Spell Slot.
  • At 11th level, you gain an additional level 3 Spell Slot.

Deep Arcane Knowledge

At 7th level, you learn two spells from any class list. The spells must be of a level for which you have spell slots and count as magus spells for you.

When you gain a magus level, you may replace one of the spells obtained with this feature for another.

Empowered Magic

Beginning at 11th level, you can empower your spells with arcane energy. You may spend 1 AP to add your Intelligence modifier to the damage of a magus spell you cast.

Arcane Restoration

Beginning at 15th level, once per short rest, you may replenish an amount of AP up to your Intelligence Modifier as a bonus action. At any time, your current AP cannot exceed your maximum AP pool.

Study of the Hexcrafter

A hexcrafter magus has uncovered the secret of using their arcane pool to recreate witch hexes. These magi can hex foes, curse those they strike, and expand their spell selection to include many curses and harmful spells.

Expanded Hexcrafter Spell List

You gain access to the following spells, and may learn them after you have reached the appropriate Magus level. They are magus spells for you.

Magus Level Spells
3rd hex, bane
5th enthrall, crown of madness
9th remove curse, bestow curse
13th blight, compulsion
17th geas, circle of power

Cursed Blade

                                                    At 3rd level, you learn to curse
                                                       your weapon to debilitate and
                                                      harm your opponents. You
                                                         learn a ritual that turns a
                                                          weapon of your choice into
                                                            a cursed item. The ritual is
                                                          performed over 1 hour
                                                       which can be done during a
                                                   short or long rest.

                                                    You can handle the cursed
                                                    weapon without incurring any
                                                     negative effect, but any other
                                                     creature who wields the
                                                      weapon must make a wisdom
                                                      saving throw against your
                                                    spell save DC. On a failure, they
                                              must make a roll on the short-term
                                        madness table (located in the dungeon
                                     master's guide). Anytime the creature
                                  attempts a weapon attack with the cursed
                                 weapon, they repeat the save and roll on
                                  the madness table on a failure. The
                                   madness effects take place before the
                                 attack roll is made.

                                  Another creature wielding the weapon
                                  must use their action to make a wisdom
                                   saving throw against your spell save DC
                                to willingly release the weapon. After
                         release, any madness remains for its duration
                      or until ended by a lesser restoration or remove
                     curse spell.

Hexcrafter's Curse

    Beginning at 3rd level, your cursed weapon can apply
  minor hexes on contact. As a bonus action, when you hit a creature with a weapon attack from the cursed weapon you may spend 2 AP to additionally cast hex at 1st level on them without expending a spell slot. When cast this way, if the target drops to 0 hit points, hex cannot be transferred to a new target.

At higher levels you gain the ability to cast new spells with this feature. Spells cast with this feature do not require concentration.

Improved Hex

At 7th level, you have attained mastery of common curses. Instead of 1d6, you now deal an extra 1d8 necrotic damage to targets under the effect of your hex spell. This damage increases to 1d10 at 11th level and 1d12 at 15th level.

Advanced Curse

At 11th level, the curses applied by your weapon intensify, blinding the senses of its target. You may now spend 3 AP to cast blindness/deafness at 2nd level in place of hex for the hexcrafter's curse feature.

Dreadful Curse

At 15th level, your weapon can deliver devastating curses. You may now spend 4 AP to cast bestow curse at 3rd level instead for the hexcrafter's curse feature.

Study of the Eldritch Archer

An eldritch archer forgoes the typical focus on melee combat to instead deliver spells through ranged weapons such as bows or crossbows. They become masters of spellstriking, able to cast all manner of dangerous spells through their attacks.

Ranged Spellstrike

At 3rd level, you learn to perform spellstrike attacks through ranged weapons. Your spellstrike feature is modified to
                                     additionally allow spellcasting with
                                         ranged weapon attacks.

Mystical Barrage

Beginning at 3rd level, you can use arcane energies to launch multiple projectiles in one attack. When you use your action to make an attack with a ranged weapon, you may expend 1 AP to make one additional attack against the target creature as part of your action.

After using focused barrage, all your subsequent attacks must target that same creature until the end of your turn. This feature cannot be performed if you previously made an attack roll against a different creature on your current turn.

Arcane Projectiles

Beginning at 7th level, you can imbue your ammunition with elemental energies. Doing so requires 1 minute of time per piece of ammunition enchanted. Projectiles enchanted in this manner do an extra 1d6 fire, cold, lightning, acid, or poison
  damage (your choice at the time of enchantment) when used
            by the magus and lose their enchantment after being
              used for an attack.

Stunning Shot

                At 11th level, you become adept at targeting
               opponents weak points with magical energies. Once
               per round, when you hit a creature with a ranged
             weapon attack you may expend 2 AP to attempt a
           stunning shot. The target must succeed on a
         Constitution saving throw against your spell save DC or
         be stunned until the end of your next turn.

Perfected Spellstrike

                  At 15th level, you expand the repertoire of spells
                  you can deliver with your ranged attacks. When
                      you perform spellstrike with a ranged weapon,
                          you can choose to allow the spell to affect its
                            normal area instead of a single target.

                          The target of your projectile may be a
                         creature or a specific point in the environment.
                      If your target is a creature, they are considered
                         within the area of the spell on a hit and have
                         disadvantage on the spell's initial saving throw,
                            if applicable. If your target is a point in the
                             environment, your attack automatically hits.

                            Spells with an area of effect have their
                              point of origin where your projectile strikes.
                             For cone, cube, and line shaped spells, the
                          areas extend in the direction opposite of you.
                        The ranges of other spells (without a defined
                       area of effect) are similarly determined from
                       where your projectile strikes.

                         If your attack misses a creature, the DM
                          determines a reasonable location the
                               projectile lands and thus the location of the
                              spell's point of origin.

                                 If you make a critical hit on a spellstrike
                                   using a spell with an area of effect, only
                                      the targeted creature takes critical
                                     damage from the spell and weapon
                                   attack. All other creatures in the spell's
                                area take normal damage from the spell.

Study of the Vanquisher

Unlike other magus studies, vanquishers study the will of the divine to fuel magical attacks. Much like paladins and clerics, vanquishers are often sworn to the service of a diety and spend their lives in pursuit of heavenly knowledge.

Divine Magic

At 3rd level, you begin calling upon divine powers to fuel your magic. You gain proficiency in religion or another magus class skill if already proficient.

In addition, when you learn a magus spell, you can choose the new spell from the paladin spell list or the magus spell list. These are magus spells for you.

Restorative Strike

Beginning at 3rd level, you can unleash bursts of divine healing with your strikes. When you hit a creature with a melee weapon attack, you may spend AP to regain hit points equal to 1d6 per AP spent plus your intelligence modifier. You may spend a number of AP up to half your magus level (rounded down) to use this feature.

Student of the Heavens

                   At 7th level, you have learned much about the
          creatures that inhabit the many planes through your
      studies. You have advantage on intelligence ability checks
  to recall information about aberrations, celestials, elementals, fey, fiends, and undead.

Possible information known about these creatures includes their abilities, strongest/weakest ability scores, etc. in addition to general facts about a creature's behavior and history.

Spiritual Devotion

Beginning at 11th level, your dedication to heavenly principles empowers you with holy protection. When you take damage, you may use your reaction and spend 2 AP to give yourself resistance to the triggering damage.

Blessed Slayer

At 15h level, you have expanded your knowledge of the planes and the creatures within them and are prepared to end those who defy the holy standards of your worship. You have advantage on melee attack rolls against creatures of the following types: aberrations, celestials, elementals, fey, fiends, and undead.

In addition, those creatures have disadvantage on intelligence, wisdom, and charisma saving throws to resist your spells and features.

Study of the Stygian

Some magi, known as stygians, learn to blend shadowfell magic with their martial training, letting them stay unnoticed as they take down foes.

Shadow Weaver

At 3rd level, you learn to guide shadows to magically conceal yourself. You gain proficiency in stealth (or another magus class skill if already proficient). Whenever you make a stealth check, you may add your Intelligence modifier to the roll.

Additionally, whenever you cast a spell, you may spend 1 AP to cast it silently, without verbal components.

Arcane Cloak

                                             Beginning at 3rd level, you use
                                              arcane energy to render yourself
                                              briefly invisible. When you move on
                                               your turn, you may spend 1 AP to
                                               become invisible until the
                                                beginning of your next turn. This
                                                 invisibility ends early when you
                                                attack or cast a spell.

                                             Creatures who know you are
                                             present may make a perception
                                          check on their turn against your spell
                                       save DC to know your location (no
                                      action required). On a success, that
                                     creature may attack you at
                                      disadvantage. Creatures whom you
                                        attacked on your last turn have
                                            advantage on the perception check.

                                            You may use arcane cloak out of
                                              combat when turns are not closely
                                                tracked. In these situations,
                                                  arcane cloak lasts 6 seconds
                                                (unless it ends early). You may
                                             spend additional AP to extend the
                                           invisibility by an additional 6
                                            seconds per AP spent.

Void Sight

                                             Beginning at 7th level, your
                                           expertise with shadow allows you to
                                         see clearly through darkness and
                                         partially see through invisibility. You
                                         gain darkvision for 60 feet, and can
                                     see through magical darkness. If you
                                     already have darkvision, the range
                                   increases by 30 feet. Additionally, you
                                  can see the vague outline of invisible
                          creatures and objects within 30 feet of you,
                  allowing you to know their location. Your attacks
                against invisible creatures are still made with
             disadvantage.

Lingering Shadow

 Beginning at 11th level, shadows cling to your form even when you are no longer invisible. Whenever the invisibility from your arcane cloak ends early, attacks against you have disadvantage until the beginning of your next turn.

Nightblade's Strike

Beginning at 15th level, your mastery of stealth and arcana allow you to deliver devastating strikes suffused with harmful shadowfell magic. Once per round, when you have advantage on an attack roll, you may spend 3 AP to automatically hit before you make the attack roll. You may still roll to attack after choosing to perform this feature to determine if you make a critical hit.

An attack performed this way deals an additional 2d6 necrotic damage a number of times equal to your intelligence modifier (for example, if you have +3 as your intelligence modifier, you deal an additional 6d6 necrotic damage).

Study of the Primagus

While many magi learn magic through formal study, there are those who draw power from natural sources. These magi are often wise people or shamans for tribal groups who use their knowledge of nature and tribal tradition to produce magic and fight alongside their fellow warriors.

Natural Magic

At 3rd level, you begin using your knowledge of nature and its creatures to power your magic. You gain proficiency in nature (or another magus class skill if already proficient).

In addition, when your Spellcasting feature lets you learn a magus spell, you can choose the new spell from the ranger spell list or the magus spell list. These are magus spells for you.

Boon of the Hunt

Beginning at 3rd level, your arcane blows inspire ancestor warrior spirits to empower your war party. When you hit a creature with a weapon attack, you may spend 1 AP to grant an ally within 10ft of yourself advantage on attack rolls until the beginning of your next turn.

Feral Skill

At 7th level, you infuse your martial capabilities with passed-down techniques learned anciently from the wild. Choose one of the following options.

Fortitude of the Bear

Once per short rest, when a creature hits you and deals damage, you may use your reaction to take only
half as much damage.

Agility of the Elk

Once per short rest, when you fail a dexterity saving throw, you may use your reaction to succeed instead.

Ferocity of the Wolf

Once per short rest, when you hit a creature, you may choose to roll your weapon damage die twice and add them together for that attack.

Shrewdness of the Owl

Once per short rest, when you miss a melee attack roll, you may choose to reroll the attack.

Nerve of the Hawk

Once per short rest, if you fail a check to maintain concentration on a spell, you may choose to succeed instead.

Empowering Ritual

At 11th level, you have created a ritual to bolster your allies before a fight. Once per long rest, you and up to 10 allies may participate in the ritual which takes 10 minutes. This can be done as part of a long or short rest. Each creature that participates gains temporary hit points equal to half your magus level (rounded down) plus your intelligence modifier.

Wild Arcana

At 15th level, you begin applying arcane power to your nature-inspired martial techniques. Your may now use your chosen feral skill technique more than once per short rest, however, every subsequent use after the first requires spending AP.

           Additional uses of Ferocity of the Wolf require 1 AP,
                                                 all other techniques require 2 AP.

Magus Spell List

Cantrips
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Green-flame Blade
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Mold Earth
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • True Strike
1st Level
  • Absorb Elements
  • Burning Hands
  • Cause Fear
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Find Familiar
  • Grease
  • Hideous Laughter
  • Ice Knife
  • Identify
  • Jump
  • Magic Missile
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
2nd Level
  • Acid Arrow
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Earthbind
  • Enlarge/Reduce
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Ray of Enfeeblement
  • Scorching Ray
  • Shadow Blade
  • Shatter
  • See Invisibility
  • Spider Climb
  • Suggestion
  • Web
3rd Level
  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Protection from Energy
  • Sending
  • Sleet Storm
  • Slow
  • Spirit Shroud
  • Thunder Step
  • Tidal Wave
  • Tiny Hut
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Control Water
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Locate Creature
  • Phantasmal Killer
  • Resilient Sphere
  • Secret Chest
  • Sickening Radiance
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Arcane Hand
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Dawn
  • Dominate Person
  • Far Step
  • Hold Monster
  • Immolation
  • Legend Lore
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Scrying
  • Seeming
  • Steel Wind Strike
  • Synpatic Static
  • Telepathic Bond
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone

Multiclassing

Prerequisites. To qualify for multiclassing with the
Magus class, you must meet these prerequisites: 13
Intelligence and 13 Strength or Dexterity.
Proficiencies. When you multiclass into the Magus
class, you gain the following proficiencies: Simple
weapons, martial weapons, light armor, medium armor.
Spell Slots. You add half your Magus levels (rounded
down) to determine multiclass spell slots.

The Magus

A half-caster class for those who can't choose between might and magic. Bring sword and spells to bear against your enemies with seven Magus schools: the Warmage, Magister, Hexcrafter, Eldritch Archer, Vanquisher,
Stygian, and Primagus.

Art Credits
Page 11: Broken Mirrors by theDURRRRIAN
Page 14: Regongar by OwlCat Games
Page 15: Dela C by Astri-Lohne
Page 16: Battlemage by Grzegorz Rutkowski
Page 17: MurderLoad by Mansik Yang
Page 18: Seldarine Dedicate by Howard Lyon
Page 19: Paladin by TheNightbringer
Page 20: Stealth Mage by Adrian-W
Page 21: Forest Defender by S. Horoszko
Page 22: Fire Sword by Dmitry Grebenkov
Page 23: Spellsword by TheFirstAngel

See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder.

The Bloodrager

Bloodrager

A powerful goliath wielding a man-sized axe leads his charging warband against their invaders. As the parties are about to clash, the goliath unleashes an ear-shattering shout as his arms and weapon erupt into bright flame. Despite the heat, the warrior is uninjured as he directs the flame into an whirlwind of embers encompassing his foes.

A dwarvish gladiator finds himself facing an impossible monstrosity in the arena he has come to know so well. The beast charges and leaps towards their prey, but as it closes in, a bright array of cobalt scales appears on the exposed skin of the fighter and two great wings erupt from their back. With a roar, the dwarf takes to the sky, and the beast crashes to the ground finding no target.

A firbolg wanders her forest home, seeking the aberrations that have been defiling it. Finding their corrosive forms destroying a holy grove, the wanderer focuses the power of nature in her blood. Great tendrils of woody growth extend from her restraining the horrid creatures as she dashes forward swinging her quarterstaff with abandon.

Some heroes learn magic through intense study, some are loaned the power by diety or nature, but a rare few gain their power through their ancestral blood. Bloodragers are warriors who tap into the energies contained within their arcane blood to enter a rage-like state where the full potential of their inherited power is unleashed into their attacks and spells.

Ancestral Power

While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers’ veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which
their bloodline becomes manifest, where the echoes of
their strange ancestry lash out with devastating power. Through their inherited power, bloodragers can cast
some arcane spells instinctively. The bloodrager’s magic
is as fast, violent, and seemingly unstoppable as their physical prowess.

Arcane Blood

Like barbarians, bloodragers use their physical might and inherent power to charge into danger to keep their people and their allies safe. A bloodrager may leave their home for
a number of reasons, and, due to their abilities, they will
find themselves naturally suited to a life of adventure.
From their barbaric roots, bloodragers are accustomed
to a life of constant challenge and peril, and are often
loathe to settle down and let their inner power lie
dormant.

In an adventuring party, bloodragers take the
frontline, using their mighty attacks and savage
magic to overwhelm foes and draw attention
away from their allies. The presence of a
bloodrager is hard to ignore, especially when
their arcane power is unleashed in a bloodrage.

Creating a Bloodrager

The most important question to consider when creating your bloodrager is the origin of your power. When you make your character, you choose the nature of your bloodrager's arcane blood, such as a draconic ancestry or raw elemental power. However, you also choose the details of your power's origin. For instance, is it a blessing, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

Consider what drove you to leave your old life behind in favor of adventure. Were you cast out due to fear of your power? Or perhaps as a rite of passage to become a true warrior? Do you feel a longing for your old life and a deep connection to your people? Or are you running from your past and plan on cutting all ties?

Consider as well your motivations for adventure. Are you seeking the origin of your power in order to reconnect with your ancestry? Or do you intend to end the blood curse that has plagued your family for generations? Are you simply accustomed to the life of a wanderer? Or would you like to settle but find it difficult to be trusted in civilized society?

Quick Build

You can make a bloodrager quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the
outlander background.

The Bloodrager Table
Level Proficiency
Bonus
Features Bloodrages Bloodrage Die Spells Known 1st 2nd 3rd 4th 5th
1st +2 Bloodline, Bloodrage 2 1d4
2nd +2 Spellcasting, Savage Magic 2 1d4 2 2
3rd +2 Blood Sanctuary, Intimidating Power 3 1d4 3 3
4th +2 Ability Score Improvement 3 1d4 3 3
5th +3 Extra Attack 3 1d4 4 4 2
6th +3 Bloodline Feature 4 1d4 4 4 2
7th +3 Fierce Caster 4 1d4 5 4 3
8th +3 Ability Score Improvement 4 1d4 5 4 3
9th +4 4 1d6 6 4 3 2
10th +4 Bloodline Feature 4 1d6 6 4 3 2
11th +4 Sorcerous Rage 4 1d6 7 4 3 3
12th +4 Ability Score Improvement 5 1d6 7 4 3 3
13th +5 5 1d6 8 4 3 3 1
14th +5 Bloodline Feature 5 1d6 8 4 3 3 1
15th +5 Unyielding Blood 5 1d6 9 4 3 3 2
16th +5 Ability Score Improvement 5 1d8 9 4 3 3 2
17th +6 6 1d8 10 4 3 3 3 1
18th +6 Bloodline Feature 6 1d8 10 4 3 3 3 1
19th +6 Ability Score Improvement 6 1d8 11 4 3 3 3 2
20th +6 Eldritch Rage 6 1d8 11 4 3 3 3 2

Class Features

As a Bloodrager, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per bloodrager level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bloodrager level after 1st.

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 skills from Arcana, Athletics, Intimidation, Insight, Animal Handling, and Survival.

Equipment

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

  • (a) a martial melee weapon and a shield or (b) two martial melee weapons
  • (a) leather armor or (b) hide armor
  • (a) a component pouch or (b) an arcane focus
  • An explorer’s pack and four javelins

Bloodline

At 1st level, you choose a bloodline that has bestowed your arcane power. The bloodline you choose grants you features at levels 1, 6, 10, 14, and 18.

The Draconic, Elemental, Fey, Abyssal, Celestial, Undead, and Arcane bloodlines are shown below.

Bloodline Transformations

Bloodline features often involve transformations. Regardless of the transformation, your equipment continues to be worn or is integrated into your form so you retain all benefits from enchanted items, weapons, and armor. As a couple examples, AC bonuses from armor and shields are retained even in large forms that could not normally wear the armor, and magic items such as gauntlets, rings, or cloaks continue providing their benefit regardless of your transformation.

For weapons, you may choose to either integrate a wielded weapon into your form so that you gain its magical properties for one of your transformed melee attacks (such as one claw) or continue wielding the weapon in your new form.

Bloodrage

                                                 Starting at 1st level, you fight
                                                 with the primal energy of your
                                                  bloodline. On your turn, you can
                                                  enter a bloodrage as a bonus
                                                action.

                                            While bloodraging, you gain the
                                         following benefits if you aren’t
                                        wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, or cast a bloodrager spell that deals damage, you gain a bonus to the damage roll equal to your bloodrage die. This die increases as you gain levels as a bloodrager, as shown in the Bloodrage Die column of the Bloodrager table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

                                      Your bloodrage lasts for 1 minute. It
                                  ends early if you are knocked unconscious
                                 or if your turn ends and you have not
                                  attacked a hostile creature, cast a spell, or
                                    taken damage since your last turn. You
                                  can also end your bloodrage on your turn
                                  as a bonus action.

                               Once you have bloodraged the number
                                   of times shown for your bloodrager level
                                 in the Bloodrages column of the
                           Bloodrager table, you must finish a long rest
                      before you can bloodrage again.

                  While bloodraging, you are not able to cast or
                   concentrate on spells except for bloodrager spells.

Spellcasting

            At 2nd level, your bloodline powers manifest the ability
     to perform magic spells.

Spell Slots

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

Spells Known of 1st Level and Higher

You learn two 1st-level spells of your choice from the bloodrager spell list. Each time you gain a Bloodrager Level, you may learn one bloodrager spell and replace one of the bloodrager spells you know with another spell of your choice from the bloodrager spell list. Each of these spells must be of a level for which you have spell slots, as shown on the Bloodrager table.

Spellcasting Ability

Charisma is your spellcasting ability for your
bloodrager spells. You use your Charisma
whenever a spell refers to your spellcasting ability.
In addition, you use your Charisma modifier when
setting the saving throw DC for a bloodrager spell
you cast and when making an attack roll
with one.


Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for
your bloodrager spells.

Savage Magic

At 2nd level, you can empower your spells with the raw energy of your bloodline at the cost of your own health. When you cast a bloodrager spell, you may choose to cast savagely. Doing so gives you advantage on the spell attack roll if one is required and gives enemies disadvantage on the first save they make to resist the spell. However, you additionally take damage equal to three times the level of the spell cast.

Blood Sanctuary

At 3rd level, the arcane power in your veins protects you from harmful magic. While bloodraging, you have advantage on saving throws against magical spells and effects.

Intimidating Power

At 3rd level, your natural power strikes fear into your enemies. You have advantage on intimidation checks towards creatures who have witnessed your bloodrage within the last hour.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Fierce Caster

At 7th level, your spells and weapon attacks become inseparable parts of your fierce offense. When you use your action to cast a bloodrager spell, you may make a single melee weapon attack as a bonus action.

Sorcerous Rage

At 11th level, your bloodrages are joined by a surge of magic. When you use your bonus action to bloodrage, you may additionally cast a spell that targets only yourself as part of that same bonus action by expending a spell slot of the spell's level or higher.

If the spell has a duration of one minute or longer, it instead lasts until your bloodrage ends. Additionally, the spell must normally have a casting time of one action or bonus action.

Unyielding Blood

At 15th level, your bond with the mystic power in your blood becomes unshakeable. Once per long rest, when you fail a constitution saving throw to maintain concentration on a bloodrager spell, you may choose to succeed instead.

Eldritch Rage

At level 20, your raw arcane power is unleashed whenever you bloodrage. When you use the sorcerous rage feature upon entering a bloodrage, you may cast up to two spells that target only yourself, instead of just one.

Each spell requires expending a spell slot of the spell's level or higher, and follows the same requirements and durations outlined in the sorcerous rage feature.

Bloodrager Bloodlines

Bloodrager powers come from a variety of different sources, called "bloodlines". These different bloodlines describe the origin of your magical ability and provide various capabilities bestowed by your arcane blood.

Draconic Bloodline

Draconic blood flows through your veins, whether caused by a draconic ancestor or a dragon's blessing. Draconic bloodragers can harness their magestic power to fuel their magic and strike with fury as a dragon would.

Dragon Ancestor

At 1st level, you choose the color of dragon that bestowed magic on your bloodline. You gain a draconic element that is the damage type corresponding to your color choice on the following chart.

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

When you deal extra damage with your bloodrage die, you may choose to change its damage to your
                              draconic element.

Draconic Resistance

At 1st level, your draconic bloodline grants you increased resilience. You have a sheen of dragon scales covering portions of your body that grant you a +1 bonus to AC. This bonus increases to +2 at bloodrager level 14.

Elemental Purity

At 6th level, you have a deepened bond with your draconic element. You gain resistance to that damage type. In addition, when you deal damage that is your draconic element, you may choose to treat a creature's immunity to that damage type as resistance instead.

Breath Weapon

At 10th level, you learn to breathe the elements like a dragon. Once during each bloodrage, you may replace one of your attacks with a breath weapon attack.

When you do so, you breathe a 20 ft. cone of your draconic element. All creatures in the area of your breath weapon must make a dexterity saving throw against your spell save DC. A creature takes 8d6 damage on a failed save, and half as much on a success.

Dragon Wings

At 14th level, when you begin a bloodrage, you may choose to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed plus 10 ft. They last for one minute, until you become unconscious, or until you dismiss them as a bonus action on your turn.

Dragon's Magesty

At 18th level, you can bring the full might of a dragon to bear against your enemies. Once per long rest, when you begin a bloodrage, you may choose to take the form of a dragon of your draconic color. You remain in this form until you become unconscious or your bloodrage ends.

In your dragon form, your creature type is dragon, your
      size becomes large, you become immune to your draconic
                           element, your draconic resistance AC bonus
                             increases to +3, and you gain the benefits of
                               your dragon wings until you leave the form.

                                            In addition, you gain two claw
                                           attacks and one bite attack, which
                                             count as melee weapon attacks
                                                 using strength that you are
                                                     proficient in. You may perform
                                                     all three as your attack action
                                                   on your turn. Your claw attacks
                                                 deal slashing damage equal 1d8
                                                  + your Strength modifier and
                                                    your bite attack deals piercing
                                                     damage equal to 1d12 + your
                                                       Strength modifier.

Elemental Bloodline

Your bloodline is intertwined with primordial elemental forces. Elemental blodoragers can call upon the elemental planes to empower their attacks, destroy their enemies, and become one with elemental chaos.

Elemental Plane

At 1st level, you choose the elemental plane from which your power is derived. You gain an intrinsic element that is the damage type corresponding to your choice on the following chart.

Elemental Plane Damage Type
Air Lightning
Earth Acid
Fire Fire
Water Cold

When you deal extra damage with your bloodrage die, you may choose to change its damage to your intrinsic element.

Elemental Strikes

At 1st level, once per long rest when you bloodrage, you may choose to empower your attacks with elemental energy. When you do so, for the next minute, you may add extra damage equal to your charisma modifier to melee attacks you perform. The damage type is your intrinsic element. You may perform this feature twice per long rest starting at bloodrager level 14.

Elemental Purity

At 6th level, you have a deepened bond with your intrinsic element. You gain resistance to that damage type. In addition, when you deal damage that is your intrinsic element, you may choose to treat a creature's immunity to that damage type as resistance instead.

Powerful Surge

At 10th level, you can focus your rage into a torrent of elemental energy. While bloodraging, you may replace one of your attacks with a surge of elemental energy in a 10ft. radius centered on yourself. All other creatures in the area must make a dexterity saving throw against your spells save DC. Creatures take 12d6 damage of your intrinsic element on a failure or half as much on a success.

Once you have used this feature, you may not do so again until you have completed a long or short rest.

Energetic Form

At 14th level, the elemental plane to which your blood is bound bestows magical changes to your form. You gain the following change to your movement according to the following chart.

Element Movement
Air You gain a flying speed equal to your current speed for up to 10 minutes, usable once per short rest.
Earth You gain a burrow speed equal to half your current speed.
Fire Your base speed increases by 10 ft.
Water You gain a swim speed equal to your current speed and can breathe underwater.

Primordial Body

At 18th level, you can become a manifestation of your chosen element. Once per long rest, when you begin a bloodrage, you may choose to take on the form of an elemental of your chosen elemental plane. You remain in this form until you become unconscious or your bloodrage ends.

In your elemental form, your size becomes large, your creature type is elemental, you are immune to your intrinsic element, and you can move through a space as narrow as 1 inch wide without squeezing. In addition, you gain an ability corresponding to your chosen elemental plane according to the following chart. Note that the whirlwind, slam, and whelm abilities may apply your bloodrage die to one target when used.

Element Ability
Air Whirlwind. Once per round, you can perform whirlwind in place of an attack. When you do so, you make each creature of your choice within 5 ft. make a Strength saving throw against your spell save DC. On a failure, a target takes 2d8 + your Charisma modifier bludgeoning damage and is flung 20 feet in a direction you choose and knocked prone.
Earth Slam. You may replace each of your melee weapon attacks with a slam attack. Each slam does 2d12 bludgeoning damage. Slam attacks count as melee weapons using strength.
Fire Fire Form. Each hostile creature that touches you, hits you with a melee attack while within 5 ft., or ends their turn within 5 ft. takes fire damage equal to your Charisma modifier.
Water Whelm. Once per round, you can perform whelm in place of an attack. When you do so, you make a creature within 5 ft. make a Strength saving throw against your spell save DC. On a failure, the target takes 3d8 + your Charisma modifier bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC is equal to your spell save DC) unless you are already grappling another creature. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water.

Fey Bloodline

At some point, your bloodline merged with the essence of the feywild, perhaps through a blessing or curse from a powerful fey creature. Fey bloodragers can use feywild energies to confuse and enchant those around them, and command natural powers to do their bidding.

Fey Bloodline Spell List

The Fey Bloodrager gains access to the following spells, and may learn them after they have reached the appropriate Bloodrager level. They are bloodrager spells for you.

Magus Level Spells
2nd charm person, disguise self
5th spike growth, suggestion
9th fear, plant growth
13th charm monster, confusion
17th dominate person, tree stride

Sylvan Blood

At 1st level, when you deal extra damage with your bloodrage die, you may choose to change its damage type to psychic.

Fey Trickery

At 1st level, your attacks afflict your enemies both physically and mentally. Once per round, when you hit a creature with a melee weapon attack, you may inflict the charmed or frightened condition on that creature until the beginning of your next turn.

After a creature has been affected by this feature, it is immune to the ability for 24 hours.

Land's Stride

                                        At 6th level, you instinctively pass
                                       through the harshest terrain without
                                      issue. Moving through nonmagical
                                        difficult terrain costs you no extra
                                        movement. You can also pass through
                                      nonmagical plants without being
                                        slowed by them and without taking
                                        damage from them if they have thorns,
                                        spines, or a similar hazard.

                                In addition, you have advantage on
                            saving throws against plants that are
                            magically created or manipulated to impede
                          movement, such those created by the
                         entangle spell.

Raging Overgrowth

                        At 10th level, the forces of nature respond to the
                      power of your blood. Once per long rest, when
                  you begin a bloodrage, you may target a number of
               creatures you can see equal to your charisma
             modifier as part of that same bonus action.

   Targeted creatures must succeed a strength saving throw
   against your spell save DC, or become restrained in magical roots and plants. Restrained creatures may use their action to make a strength check against your spell save DC to escape. This feature has no effect against creatures that are currently flying or are otherwise at least 5 ft. away from the ground.

One with Nature

At 14th level, your bloodline earns you the friendship of plants and animals. Unless magically compelled, beast and plant creatures will not attack you or target you with harmful abilities or magical effects unless you first attack or otherwise harm them.

Additionally, a number of times per long rest equal to your charisma modifier, you may transport yourself between two trees of the same type within 500 ft. as part of your movement, as if using the tree stride spell.

Sylvan Trance

At 18th level, you can summon the powers of the feywild into your being, becoming at once beguiling and yet horrifying. Once per long rest, when you begin a bloodrage, you may choose to take on your fey form. You remain in this form until you become unconscious or your bloodrage ends.

In your fey form, your creature type is fey, and you are immune to the charmed and frightened conditions.

Additionally, when you use your fey trickery feature to inflict the charmed or frightened condition, the targeted creature is also entranced. An entranced creature may not perform reactions. In addition, at the beginning of each of its turns, an entranced creature must make a wisdom saving throw against your spell save DC. On a failure, the creature does nothing and its turn ends. On a success, the creature is no longer entranced. Creatures that are immune to the charmed condition are immune to being entranced.

Abyssal Bloodline

The dark powers of the abyss permeate your being due to the demonic blood flowing through your veins. Due to a bloodline curse or fiendish ancestor, abyssal bloodragers can transform into a dark form that becomes increasingly demonic as their power grows.

Chaotic Blood

At 1st level, your blood imbues you with dark powers from the abyss. Choose fire, cold, or lightning. The chosen damage type becomes your demonic element. When you deal extra damage with your bloodrage die, you may choose to change its damage type to your demonic element.

Horrific Claws

At 1st level, when you bloodrage, you may choose to transform your arms and hands into a set of inhuman claws as part of that same bonus action. These claws are treated as melee weapons using strength and deal 1d8 + your Strength modifier slashing damage.

When you take the attack action on your turn and only attack with your claws, you may use your bonus action to make one additional claw attack, adding your strength modifier to the damage as normal.

Abyssal Resistance

At 6th level, your demonic blood offers enhanced durability
  to your mortal frame. You gain resistance
     to poison and to your
       demonic element.

Demonic Aura

At 10th level, you carry an unnerving presence about you, subtly breaking the will of your foes. Hostile creatures within 10 ft. of you suffer a penalty to saving throws equal to your charisma modifier.

Fiend Wings

At 14th level, when you begin a bloodrage, you may choose to sprout a pair of demon wings from your back, gaining a flying speed equal to your current speed plus 10 ft. They last for one minute, until you become unconscious, or until you dismiss them as a bonus action on your turn.

Abyssal Form

At 18th level, you take on the true, horrible form inherited from your demonic ancestry. Once per long rest, when you begin a bloodrage, you may choose to take on your demon form. You remain in this form until you become unconscious or your bloodrage ends.

In your demon form, your size becomes large, your creature type is fiend, and you are immune to your demonic element. Additionally, the damage of your claw attacks increases to 1d12 + your strength modifier.

In this form, your demonic aura extends to 30ft. When a creature begins its turn within your demonic aura, they must make a wisdom saving throw against your spell save DC or become frightened and take damage equal to 1d12 + your charisma modifier of your demonic element. They can repeat the saving throw at the beginning of each of their turns. On a
   success, they are immune to being
          frightened by your aura
                    for 24 hours.

Celestial Bloodline

You have a divine ancestry, blessed by the gods, granting you the ability to cull evil wherever it is found. At the height of their power, celestial bloodragers gain angelic abilities to protect themselves and their allies from dark forces.

Sanguine Radiance

At 1st level, the divine nature of your blood imbues you with brilliant energy. When you deal extra damage with your bloodrage die, you may choose to change its damage type to radiant.

Holy Resilience

At 1st level, inherent holy energy protects you from harm. When you begin a bloodrage, you gain temporary hit points equal to your bloodrager level plus your charisma modifier.

Guide from Evil

At 6th level, your holy blood holds a natural inclination towards good and disdain for evil. You may cast the spell Detect Evil and Good a number of times per long rest equal to your charisma modifier (minimum of 1). In addition, you gain resistance to radiant damage.

Sacred Aura

                   At 10th level, your divine heritage grants you
               immense protection against creatures of unholy
          origin. Whenever you are bloodraging, you are under
    the effect of the spell Protection from Evil and Good.

Angelic Wings

At 14th level, when you begin a bloodrage, you may choose to sprout a pair of angelic wings from your back, gaining a flying speed equal to your current speed plus 10 ft. They last for one minute, until you become unconscious, or until you dismiss them as a bonus action on your turn.

Divine Being

At 18th level, your divine heritage allows you to temporarily take on an angelic form. Once per long rest, when you begin a bloodrage, you may choose to take on your angelic form. You remain in this form until you become unconscious or your bloodrage ends.

In your angelic form, your creature type is celestial, you are immune to radiant and resistant to necrotic damage, and your attacks and damaging spells deal an additional 2d8 radiant damage.

In addition, while in your angelic form you are always under the effect of the spell Detect Evil and Good, and all allies within 30 ft. are under the effect of Protection from Evil and Good.

Undead Bloodline

The foul corruption of undeath is an innate part of you. Somewhere in the past, the essence of death itself became infused with your lineage bestowing frightening power when your bloodrage.

Touch of Death

At 1st level, negative energy directly harms your target's life essence. When you deal extra damage with your bloodrage die, you may choose to change its damage type to necrotic.

Lifedrain

At 1st level, your attacks steal the life force of your enemies. Once per round, when you deal damage with your bloodrage die, you heal a number of hit points equal to the damage dealt.

In addition, enemies damaged by your bloodrage die can
                                   not regain hit points until the beginning
                                                 of your next turn.

Undying Vitality

At 6th level, your life force is bolstered by unnatural vitality. You have resistance to necrotic damage and your hit point maximum can not be reduced.

Omens of the Dead

At 10th level, you can unleash an aura of necrotic energy causing hostile creatures to have disturbing visions. Once per short rest, you can use your action to make all creatures of your choice, within a 20ft. radius of yourself, make a wisdom saving throw. On a failure, that creature has visions of their own or a loved one's death causing them to be stunned until the beginning of your next turn.

Incorporeal Form

At 14th level, your connection to undeath allows you to temporarily shed the shackles of your physical form. When you use this feature, you and your held equipment become incorporeal until the beginning of your next turn. During this time, you can pass through solid objects as if they were difficult terrain, and are resistant to all nonmagical damage.
        You may use this feature number of times per long rest
            equal to your charisma modifier.

          If you occupy the same spot as a solid object or
                    creature when your incorporeal form ends, you
                       are immediately shunted to the nearest
                          unoccupied space that you can occupy and
                          take force damage equal to twice the number
                                  of feet you are moved.

Harbinger of Undeath

                                       At 18th level, you are as much alive as
                                       you are undead allowing you to enter a
                                         state of partial-life and infusing those
                                       around you with the energy of undeath.
                                     Once per long rest, when you begin a
                                   bloodrage, you may choose to take on
                                   your undead form. You remain in this
                                   form until you become unconscious or
                                  your bloodrage ends.

                               In your undead form, you are under the
                                   effect of your incorporeal form feature,
                                      you have immunity to nonmagical
                                          bludgeoning, slashing, and piercing
                                             damage, and you deal an extra 2d8
                                           necrotic damage with every attack
                                          and damaging spell.

                                      In addition, while in your undead
                                          form, allies within 30 ft. have
                                        advantage on death saving throws, and
                                      any small or medium creature (not
                                       including undead or constructs) that
                                         dies within 30 ft. of you becomes a
                                         specter (your DM has the statistics)
                                         that raises at the beginning of your
                                             next turn, acts on your initiative,
                                                 and attacks the nearest hostile
                                                   creature. Your raised specters
                                                 cease to exist when your
                                                bloodrage ends.

Arcane Bloodline

Unlike other bloodragers, your bloodline is not derived from a particular type of creature or being; instead, your blood is inherently coupled with the weave of magic permeating all existence. This gives you increased command over magic, including both your own spells and those cast around you.

Forceful Power

At 1st level, your melee strikes are infused with raw magical power. When you deal extra damage with your bloodrage die, you may choose to change its damage type to force.

Arcane Sanctuary

At 1st level, your blood connection to the weave allows you to protect yourself from harmful magic. Once per short rest, when you fail a saving throw against a magical spell or effect you may choose to succeed instead.

Spell Flexibility

At 6th level, the essence of magic permeating your being gives you more flexibility over your casting. You can learn one spell from any class list. Spells gained from this feature count as bloodrager spells for you and must be of a level for which
                                         you have spell slots. You learn one
                                             more such spell at levels
                                                           10 and 14.

Unchained Power

At 10th level, your blood commands the weave, imbuing your spells with heightened power. While bloodraging, when you expend a spell slot to cast a spell, you may choose to cast the chosen spell at one level higher than the spell slot used.

The spell slot used must still be equal to or greater than the base level of the spell. For example, you cannot cast Hold Monster with a 4th level spell slot using this feature.

Arcane Travel

At 14th level, your physical form becomes more closely tied to magical energy. As a bonus action, you may expend any level spell slot to cast misty step.

In addition, when you use a bonus action to begin a bloodrage you may choose to teleport up to 30 ft. as part of that same bonus action, without expending a spell slot.

Caster Bane

At 18th level, your bloodrages can disrupt the weave of magic around you. Once per long rest, when you bloodrage you may choose to create a 10 ft. radius antimagic field centered on yourself. This field lasts until your bloodrage ends and requires your concentration to maintain.

This field has the same properties as a field created with the spell Antimagic Field. The one exception is that your own
      bloodrager spells still function as normal
                                 within the field.

Bloodrager Spell List

1st Level
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Chaos Bolt
  • Chromatic Orb
  • Color Spray
  • Detect Magic
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Heroism
  • Ice Knife
  • Jump
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Tasha's Caustic Brew
  • Thunderwave
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Darkvision
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Maximillian's Earthen Grasp
  • Mirror Image
  • Misty Step
  • Pyrotechnics
  • Rime's Binding Ice
  • Scorching Ray
  • Shadow Blade
  • Shatter
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Warding Wind
  • Web
3rd Level
  • Ashardalon's Stride
  • Blink
  • Counterspell
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Flame Arrows
  • Fly
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Melf's Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step
  • Tidal Wave
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Blight
  • Death Ward
  • Dimension Door
  • Greater Invisibility
  • Ice Storm
  • Polymorph
  • Sickening Radiance
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Insect Plague
  • Skill Empowerment
  • Steel Wind Strike
  • Telekinesis
  • Wall of Light
  • Wall of Stone

Multiclassing

Prerequisites. To qualify for multiclassing
with the Bloodrager class, you must meet these
prerequisites: 13 Strength and 13 Charisma.
Proficiencies. When you multiclass into the Bloodrager
class, you gain the following proficiencies: Simple weapons,
martial weapons, light armor, medium armor, shields.
Spell Slots. You add half your Bloodrager levels (rounded down)
to determine multiclass spell slots.

The Bloodrager

A half-caster class for those who wish barbarians could cast spells. Overwhelm your enemies with savage blows and brutal magic from seven Bloodrager bloodlines: Draconic, Elemental, Fey, Abyssal, Celestial, Undead, and Arcane.

The Oracle

Oracle

A young woman, clutching her walking stick for support, wanders a lonely road. She hears snarling some distance behind her and turns to see a wolf pack beginning to circle. Unhurried, she extends her hand as a barrage of ghostly figures assaults the pack. Turning back around, she continues on her way.

A dwarvish man with clouded eyes stands amongst his adventuring companions as they wait to see his magic. He looks to the sun, his eyes now glowing brightly as the vision begins. A moment passes, his eyes fade and he nods to his crew pointing further down the path in the direction of their quarry.

As a furious mob rounds the corner, a fleeing elf with impossibly pale almost transparent skin weaves a spell. In an instant, she disappears from sight amongst the darkness.

Oracles are granted great power from divine sources, but this power is given against their will. In return for their divine abilities, oracles pay the price as their mortal forms are cursed by this same divine power. Desiring to understand their newfound magic and curse, oracles are driven to seek out hidden knowledge of divine mysteries and are granted increased power as they do so.

Divine Curse

Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. This power comes at a cost, however, and their body and spirit are irreparably cursed. Unlike a cleric, who draws magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.

Mystery Seekers

Oracles are a rare sight in civilized society as their curse and strange powers make it difficult to live an ordinary life. At best, oracles are revered as blessed individuals, looked
up to for their divine abilities. At worst, they are feared
and cast out by those who don't trust their cursed
state.

Oracles do not usually associate with any one
church or temple, instead preferring to strike out on
their own, or with a small group of like-minded
individuals. They typically use their spells and
revelations to further their understanding of their
mystery, be it through fighting mighty battles, tending
to the poor and sick, or uncovering lost lore. In an adventuring party, oracles provide a powerful
connection to a variety of divine sources to
support their allies and afflict their foes.

Creating an Oracle

To create an oracle, look at your choices in the Oracle Curses section and consider the relationship between your curse and your magical abilities. Does same power that fuels your spells also overwhelm and debilitate your physical body? Or instead, perhaps you are under obligation to a divine being or pantheon of beings and they maintain the curse to exert some control?

Determine your mystery and why you are pursuing that particular knowledge. Does it relate to your curse or do you have some other personal stake in acquiring that knowledge? Or maybe you have always been infatuated with your chosen mystery independent of becoming an oracle?

Lastly, determine why you have chosen the life of an adventurer? Will it get you closer to your goal of obtaining knowledge about your mystery? Were you ostracized by your homeland and forced to follow a transient life? Or did you find it difficult to keep your magic dormant and needed an outlet for your divine power?

Quick Build

You can make an oracle quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the acolyte background and the clouded curse. Third, choose the guidance, light, and toll the dead cantrips,
along with the 1st-level spells bless and
detect magic.

The Oracle Table
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Oracle's Curse 3 2 2
2nd +2 Mystery, Epiphany (Augury) 3 3 3
3rd +2 Curse Feature 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 4 6 4 3 2
6th +3 Mystery Feature 4 7 4 3 3
7th +3 Epiphany (Divination) 4 8 4 3 3 1
8th +3 Ability Score Improvement 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 Mystery Feature, Curse Feature 5 11 4 3 3 3 2
11th +4 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 Epiphany (Commune) 5 13 4 3 3 3 2 1 1
14th +5 Mystery Feature 5 13 4 3 3 3 2 1 1
15th +5 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1
17th +6 Curse Feature 5 15 4 3 3 3 2 1 1 1 1
18th +6 Mystery Feature 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 Revelation 5 15 4 3 3 3 3 2 2 1 1

Class Features

As an Oracle, you gain the following class features:

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: A gaming set or musical instrument of your choice, likely connected to or used in your oracular divination

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, History, Insight, Intimidation, Nature, Perception, Persuasion and Religion

Equipment

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

  • Any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) a component pouch or (b) an oracular focus
  • Leather armor and two daggers
  • The gaming set or musical instrument you chose proficiency in

Spellcasting

Beginning at 1st level, you cast spells drawn from a multitude of divine sources.

Cantrips

At 1st level, you know three cantrips of your choice from the oracle spell list. You learn additional oracle cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oracle table.

Spell Slots

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

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the oracle spell list. The Spells Known column of the Oracle table shows when you learn more oracle spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the oracle table.

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

Spellcasting Ability

Charisma is your spellcasting ability for your oracle spells. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for an oracle spell you cast and when making an attack roll with one.


Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

You can cast an oracle spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use an oracular focus as a spellcasting focus for your oracle spells.

Oracle's Curse

Each oracle is bound by some curse, but this curse comes with benefits as your powers grow.

At 1st level, you choose a curse from the list of Oracle's curses. This curse cannot be removed or dispelled without the aid of a deity. Your choice of curse grants you additional features at levels 3, 10, and 18.

Epiphany

Beginning at 2nd level, you have an inherent inclination towards divining hidden secrets and lost knowledge. Once per long rest, you may cast the spell augury as a bonus action. This represents a sudden flash of knowledge bestowed by some divine source, and it only takes the duration of your bonus action to ask your question and receive an answer from the spell. Spells cast this way do not require expending a spell slot or using material components.

Beginning at 7th level, you may cast divination in place of augury. Beginning at 13th level, you may cast commune instead. When you cast commune this way, you may only ask one question during the initial bonus action. However, you may use your bonus action on subsequent turns to ask your remaining questions until the spell ends.

Mystery

At 2nd level, you dedicate yourself to a divine mystery to explore and understand. The mystery you choose grants you features at levels 2, 6, 10, 14, and 18.

In addition, you gain spells according to your chosen mystery at the appropriate oracle levels. Each of these spells counts as an oracle spell for you, but do not count against the number of oracle spells you know.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Revelation

At 20th level, your ability to reveal deep lore and ancient secrets is unmatched. When you cast the spells augury, divination, or commune, you may ask one additional question as part of the spell.

With the epiphany feature, your additional question is asked as part of the initial bonus action, regardless of the spell used.

Oracle Curses

Each oracle must choose one of the following curses. These represent an incurable magical condition that is tied to your oracle abilities. As your oracle powers grow, your curse grants you additional abilities.

If your curse grants you a spell, it counts as an oracle spell for you and normally cannot be replaced. However, if your mystery and your curse grant you the same spell, you may choose another spell from the oracle spell list.

Accursed

You are cursed such that magic seems to distort around you and cause frequent mishaps.

  • Beginning at 1st level, once per short rest, you may choose to roll a saving throw against a spell with advantage.
  • At 3rd level, you add hex to your known spells.
  • At 10th level, you add bestow curse to your known spells.
  • Beginning at 17th level, once per long rest, when you fail a saving throw against a magical spell or effect, you may choose to succeed instead.

Blackened

Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

  • At 1st level, you add burning hands to your known spells.
  • At 3rd level, you add flaming sphere to your known spells.
  • At 10th level, you add fireball to your known spells.
  • At 17th level, you add fire storm
         to your known spells.

Clouded

Your eyes are clouded as if you had severe cataracts. You struggle to see fine details.

  • At 1st level, you gain darkvision to a range of 60 feet (if you already have darkvision, its range extends by 30 feet).
  • At 3rd level, your darkvision extends by 30 feet.
  • At 10th level, you gain blindsight out to 15 feet.
  • At 17th level, your blindsight becomes true sight.

Consumed

Your connection to the Abyss and the demons that call it home has left you diminished but still able to scorn many mortal frailties.

  • Beginning at 1st level, once per long rest, when you become incapacitated, you may choose to have advantage on death saving throws for one minute.
  • Beginning at 3rd level, you have advantage on checks and saving throws to resist poison or disease.
  • Beginning at 10th level, you can go without food or water for a number of days equal to your oracle level before suffering any negative effects.
  • Beginning at 17th level, each time a creature within 30 feet takes damage, you gain 1 temporary hit point. These can be added to themselves but disappear after 1 hour. You can have a number of temporary hit points from this feature equal to your charisma modifier.

Deaf

Your sense of hearing is dull, forcing you to rely on other senses.

  • Beginning at 1st level, when you cast a spell, you do so without any verbal components it normally requires.
  • Beginning at 3rd level, you have advantage on perception checks that do not rely on hearing.
  • At 10th level, you gain tremorsense out to 20 feet.
  • At 17th level, you gain tremorsense out to 40 feet.

Deep One

                                The lure of the ocean tugs at your soul.

  • At 1st level, you gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.
  • At 3rd level, you gain a +1 bonus to AC as your skin thickens with aquatic scales.
  • Beginning at 10th level, you have advantage on attacks rolls and enemies have disadvantage on saving throws
    against your spells and abilities while in
      rain or underwater.
  • Beginning at 17th level, you gain the benefits of the freedom of movement spell while underwater, and you can breathe underwater.

Elemental Imbalance

Your physical form manifests elemental power. For example, your skin might crackle with electricity if you choose air. Choose air, earth, fire, or water.

  • At 1st level, depending on your choice of element, you add one of the following to your spells known: feather fall (air), grease (earth), burning hands (fire), or create or destroy water (water).
  • At 3rd level, you add gust of wind (air), maximillian's earthen grasp (earth), scorching rays (fire), or rime's binding ice (water) to your spells known.
  • At 10th level, you add control winds (air), transmute rock (earth), flame strike (fire), or cone of cold (water) to your spells known.
  • At 17th level, you add whirlwind (air), flesh to stone (earth), fire storm (fire), or freezing sphere (water) to your spells known.

Haunted

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

  • At 1st level, you add mage hand and thaumaturgy to your list of cantrips known.
  • At 3rd level, you add levitate to your list of spells known.
  • At 10th level, you add telekinesis to your list of spells known.
  • At 17th level, you add reverse gravity to your list of spells known.

Hellbound

Infernal influence grants you profane insight but weighs on your soul causing good-attuned creatures to instinctively distrust you.

  • At 1st level, you gain proficiency in persuasion or deception checks (your choice).
  • Beginning at 3rd level, you have advantage on saving throws to resist charm effects.
  • At 10th level, you gain resistance to fire.
  • At 17th level, you are immune to the charmed condition and spells that charm.

Infested

Insects, spiders, grubs, and other vermin plague you constantly. They crawl in your hair, fill your clothes, and fly or crawl into your mouth, nose, and ears.

  • At 1st level, you add infestation to your list of cantrips known.
  • Beginning at 3rd level, you have advantage on saving throws against insects and similar creatures (e.g.
    spiders).
  • At 10th level, you add giant insect and insect plague to your list of spells known. Choose one of the creatures listed in the giant insect spell, you are always infested by the small version of that creature and have it available for casting the spell.
  • Beginning at 17th level, you can
    condense part of your infestation
    into a focused mass that lifts you up. Once per short rest, as a bonus action, you gain a flying speed equal to your current speed. This effect lasts for 1 minute, until you choose to end the effect as a bonus action, or until you are incapacitated.

Lame

One or both of your legs are deformed, giving you a noticeably altered gait.

  • Beginning at 1st level, your speed can never be reduced unless specifically reduced to 0 feet.
  • Beginning at 3rd level, you suffer no effect from the first or second levels of exhaustion.
  • At 10th level, you add haste to your list of spells known.
  • At 17th level, you add misty step and far step to your list of spells known.

Plagued

You suffer indefinitely from a variety of diseases and conditions. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness.

  • Beginning at 1st level, you can still be poisoned but the condition has no effect on you.
  • At 3rd level, you add ray of sickness to your list of spells known.
  • At 10th level, you add contagion to your list of spells known.
  • At 17th level, you become immune to the effects of disease and infestations, although you remain a carrier for such.

Possessed

Another mind shares your body, interfering with your control.

  • Beginning at 1st level, you have advantage on saving throws to resist being possessed or dominated.
  • Beginning at 3rd level, once per short rest, you may reroll a failed constitution saving throw to maintain concentration on a spell.
  • At 10th level, you add dominate person to your list of spells known.
  • At 17th level, you add dominate monster to your list of spells known.

Reclusive

You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.

  • Beginning at 1st level, spells you cast that target only yourself are treated as if they were one level higher.
  • Beginning at 3rd level, any spells you cast that target only yourself have double their normal duration.
  • At 10th level, you have advantage on saving throws to resist being charmed.
  • At 17th level, you become immune to the charmed condition.

Shadowbound

Your pigmentation is oddly colorless, and your eyes are sensitive to light.

  • At 1st level, you gain darkvision to a range of 60
    feet (or the range of your darkvision increases
    by 30 feet),
  • At 3rd level, you add invisibility to your
    spells known.
  • At 10th level, you add greater
    invisibility to your spells
    known.
  • At 17th level, you are
    invisible while
    in darkness.

Tongues

In times of stress or unease, you speak in tongues.

  • At 1st level, you learn how to speak and understand one of the following languages: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, or Sylvan (your choice).
  • At 3rd level, you learn an additional language of your choice from the provided list.
  • At 10th level, you can understand (but not necessarily speak) any spoken language, as if under the effects of tongues.
  • At 17th level, you can speak and understand any language.

Undeath

Somehow you have entered into a state of undeath against your will.

  • At 1st level, you gain resistance to necrotic damage.
  • At 3rd level, add false life to your list of spells known.
  • At 10th level, add negative energy flood to your list of spells known. You count as undead if you target yourself with the spell.
  • At 17th level, you gain immunity to necrotic damage.

Multiclassing

Prerequisites. To qualify for multiclassing with the Oracle class, you must meet these prerequisites: 13 Charisma. Proficiencies. When you multiclass into the Oracle class, you gain the following proficiencies: Simple weapons, light armor.
Spell Slots. You add all your Oracle levels for the purposes of determining multiclass spell slots.

Oracle Mysteries

Oracles grow their divine power as they uncover deeper knowledge about a chosen mystery. This mystery can represent dedication to one ideal, devotion to deities that support your mystery, or a natural calling to champion a cause.

Ancestor Mystery

Oracles that pursue an ancestor mystery develop a close connection to ancestral spirits. These benevolent spirits assist the oracle in a variety of ways including granting advice or protecting them from harm.

Ancestor Mystery Spells

Oracle Level Spells
2nd Unseen Servant, Heroism
3rd Spiritual Weapon, Augury
5th Spirit Guardians, Speak with Dead
7th Guardian of Faith, Divination
9th Telekinesis, Commune

Ancestral Weapon

                         At 2nd level, you learn the cantrip green-flame
                           blade or booming blade (your choice). In
                             addition, you learn to summon a melee
                             weapon from your ancestral history without
                           using an action. This weapon deals 1d8
                        bludgeoning, piercing, or slashing damage (your
                     choice) and has a 5 foot range. You may use your
                 charisma modifier on attack and damage rolls with
             the weapon, and you are considered proficient with it.

       You can summon your weapon a number of times per
        day equal to your charisma modifier. The weapon
       disappears after 1 minute, after 1 round if it leaves your
       grasp, or when you dismiss it as a bonus action.

Sacred Council

        Beginning at 6th level, as an action, you can call upon
          your ancestors to provide council. This advice grants
           you advantage on your next ability check within one
           minute. You can use this ability a number of times per
         long rest equal to your charisma modifier.

Warrior Spirit

At 10th level, you have developed a close relationship with a warrior ancestor whom you can summon to subtly guide and protect you in combat, granting you the following benefits:

  • Once per short rest, when you fail a saving throw, you can choose to reroll and take the new result.
  • Once per long rest, as a bonus action, you can call the warrior ancestor to protect you. For the next minute, attacks targeting you have disadvantage.

Spirit Walk

Beginning at 14th level, once per long rest, as an action, you can become incorporeal and invisible. While in this form, you can move in any direction, pass through solid objects, and are resistant to nonmagical damage, but cannot perform actions, bonus actions, or reactions. You remain in this form for up to one minute or until you use your action to end the effect.

Blood of Heroes

Beginning at 18th level, the spirits of your ancestors surround you, assisting in every strike and spell against your foes. You gain a bonus to damage rolls equal to your charisma modifier. In addition, creatures within five feet have disadvantage on saving throws to resist your spells.

Dragon Mystery

Oracles seeking the mysteries of the dragons learn to become more like the majestic creatures. Channeling draconic power, an oracle may learn to take flight, breathe magical energy, or shrug off attacks with scaled skin.

Dragon Mystery Spells

Oracle Level Spells
2nd Absorb Elements, Cause Fear
3rd Dragon's Breath, Augury
5th Fly, Protection from Energy
7th Freedom of Movement, Divination
9th Summon Draconic Spirit, Commune

Draconic Resistance

Beginning at 2nd level, like the great dragons, you are not easily harmed or injured. You gain resistance to a chosen damage type (either acid, cold, fire, lightning, or poison). In addition, you have advantage on constitution saving throws against magic.

Dragon Senses

At 6th level, your senses take on a keen draconic edge. You gain darkvision with a range of 60 feet (or increase the range of your darkvision by 30 feet). In addition, you have advantage
            on perception checks involving sight.

Imbued Magic

At 10th level, the primal power of dragonkind seethes within you imbuing your magic with destructive or protective draconic energy. When you cast a non-cantrip spell, you may choose one of the two following options:

  • You deal damage equal to half your oracle level (rounded down) plus your charisma modifier to one creature of your choice that is hit by the spell or in its area of effect. The damage is the type chosen for the "draconic resistance" feature.
  • Choose one creature of your choice that is targeted by the spell or in its area of effect. That creature gains temporary hit points equal to half your oracle level (rounded down) plus your charisma modifier.

Dragon Wings

Beginning at 14th level, like the great dragons, you can take to the skies and terrorize opponents from above. As a bonus action, you can manifest leathery dragon wings that grant you a flying speed equal to your current speed. They last until you dismiss them as a bonus action.

Draconic Presence

Beginning at 18th level, those who would oppose are struck with terror at your draconic majesty. Once per long rest, as a bonus action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration
                   spell), each hostile creature that starts its turn in
                        this aura must succeed on a Wisdom saving
                                    throw or be charmed (if you chose awe)
                                            or frightened (if you chose fear)
                                                                         until the aura ends.

Life Mystery

Oracles that pursue the mysteries of life itself gain the power to heal and restore themselves and allies. They become so attuned with the essence of life they can detect the presence of living creatures, prevent disease, and direct the flow of damage and healing in combat.

Life Mystery Spells

Oracle Level Spells
2nd Cure Wounds, Healing Word
3rd Lesser Restoration, Augury
5th Aura of Vitality, Revivify
7th Aura of Life, Divination
9th Greater Restoration, Commune

Health Bond

Beginning at 2nd level, as a bonus action, you may create a bond between yourself and another willing creature. At the start of your turn, if the bonded creature has taken damage since the beginning of your last turn, it heals an amount of hit points equal to half the damage taken. You then take necrotic damage equal to half the amount of hit points healed, which ignores resistance or immunity.

You may have one bond active at a time. This bond continues until you or the bonded creature are reduced to 0 hit points or you choose to end it (requires no action).

Purifying Aura

   Beginning at 6th level, allied creatures (including yourself) within 20 feet of you have advantage on saving throws to resist disease or poison.

Life Given and Taken

At 10th level, you learn to draw the life energy out of your foes and into your allies. When you heal a creature through a spell or the health bond feature, you also deal necrotic damage equal to half your oracle level (rounded down) plus your charisma modifier to all creatures of your choice within 5 feet of the healed target.

Lifesense

Beginning at 14th level, you notice and locate living and undead creatures within 30 feet, as if you had blindsense. You can distinguish which creatures are living or undead.

Healing Spirit

Beginning at 18th level, once per long rest, when you cast a spell that requires an action, you may become a beacon of pure healing energy. Once per round, while in this form, a creature that begins its turn within 5 feet of you or moves to within 5 feet of you automatically heals a number of hit points equal to 1d12 plus your charisma modifier, without requiring an action. When a creature is healed this way, you also heal the same number of hit points.

You may choose not to heal a creature, and you choose which creature (if any) is healed if there are multiple applicable targets at one time. You remain in this form for 1 minute, until you are incapacitated, or until you use a bonus action to end the effect.

Solar Mystery

Aimless wanderers and restless nomads, oracles of the solar mystery uncover meaning in the ever-changing positions of the sun and the stars in the sky. They draw power from the lights in the firmament to magically travel, enlighten hidden secrets, and burn their foes.

Solar Mystery Spells

Oracle Level Spells
2nd Faerie Fire, Guiding Bolt
3rd Flaming Sphere, Augury
5th Daylight, Fireball
7th Dimension Door, Divination
9th Dawn, Commune

Blistered Caress

At 2nd level, you learn to channel the hostile, unforgiving heat of the sun into your magic. You learn the cantrip fire bolt, which does not count against your oracle cantrips known.

In addition, spells you cast of 1st level or higher deal additional fire damage equal to your charisma modifier to creatures of your choice affected by the spell.

Sungazer

Beginning at 6th level, you can study the sun and gaze upon any place light touches. Once per short rest, you may cast the spell clairvoyance, but only for visual observation and you can only place your sensor in places currently being touched by bright light.

At 10th level, you may use the spell scrying to observe a creature or location touched by bright light instead.

If a spell cast with this feature fails due to the target not being in bright light, your use of this ability is not expended.

Starlight Agility

                 Beginning at 10th level, you effortlessly weave
                      and dodge like light from a flickering flame. If
                       you move at least 15 feet in a straight line
                      during your turn, creatures have disadvantage on
                      attack rolls against you until the beginning of
                       your next turn.

Sun Stride

                          Beginning at 14th level, you can travel
                          between areas of bright light, granting you the
                                 following benefits:

  • As a bonus action, you may teleport to a location with bright light, bringing along objects or a willing creature (following the requirements of the dimension door spell). You can sun stride a number of feet per long rest equal to 20 times your charisma score (not modifier).
  • You gain the ability to sense locations of bright light within 100 feet.

Luminous Form

                                              Beginning at 18th level, once per
                                             long rest, you can transform your
                                             body into violently churning light as
                                            a bonus action, granting you the
                                             effects of the spell blur and causing
                                           your body to shed bright light for a
                                              range of 30 feet and dim light an
                                                   additional 30 feet.

                                                    Creatures that end their turn
                                                   within 10 feet of your luminous
                                                  form must make a constitution
                                               saving throw against your spell
                                                 save DC or be blinded for 1d4
                                             rounds. This form lasts for one
                                           minute or until you end it as a bonus
                                           action or fall unconscious.

Lunar Mystery

Individuals whose mysterious, divine powers are intimately linked to the moon, dreams, and madness, lunar oracles find inspiration and insight in lunar light.

Lunar Mystery Spells

Oracle Level Spells
2nd Sleep, Hideous Laughter
3rd Moonbeam, Augury
5th Enemies Abound, Crown of Madness
7th Confusion, Divination
9th Dream, Commune

Touch of Mania

                              Beginning at 2nd level, through subtle
                             enchantment, your spells seem particularly
                             effective to your allies but only in their mind.
                             Once per round, when you cast a spell, you
                               may choose a creature that was targeted by
                                 the spell or in its area of effect. That
                                  creature gains a number of temporary
                                  hitpoints equal to twice the spell's level. If
                               the spell deals damage, the temporary hit
                             points are applied after the damage is taken.
                             These temporary hit points expire after 1
                           minute.

                     Only one creature may benefit from these
                        temporary hit points at a time. If you grant
                        temporary hit points to a second creature, the
                         first loses theirs.

Nocturnal Companion

                                   At 6th level, you gain the service of a
                                   faithful animal of the night. As an action,
                                 you can cast the spell find familiar without
                              material components to summon this
                            companion, which takes the form of a
                          nocturnal animal (your choice upon casting),
                         has the stats of a creature of your choice in the
                       find familiar spell, and is fey.

                 As an action, when your familiar is in dim light or
                       darkness, you can cause it to become invisible.
                     The invisibility lasts until the familiar enters an
                     area of bright light. Your familiar has proficiency
                    in stealth checks and uses your charisma modifier
                   for them in place of dexterity.

Moonlight Mantle

         Beginning at 10th level, like the moon itself, you
       illusively reflect light to illude your foes. Once per short
     rest, as a bonus action, you can cause the effects of the mirror image spell on a willing creature that you can see, without expending a spell slot or requiring concentration.

Moonlit Script

Beginning at 14th level, during each long rest, while you sleep or trance, your hands produce mysterious writing that pertains to the future. This takes the form of a divination spell with two available questions. Both questions are asked before an answer to either has been received.

Lunacy

Beginning at 18th level, your spells carry with them the taint of madness. Once per round, when you cast a non-cantrip spell, you may choose one creature that was hit by the spell or in its area of effect to make a wisdom saving throw against your spell save DC. If a creature fails a saving throw to resist the spell, it automatically fails this wisdom saving throw.

On a failed save, that creature suffers the effects of the confusion spell and may attempt a wisdom saving throw at the end of each of its turns to end the effect. On a successful save to resist or end the effect, the creature is immune to this ability for 24 hours.

Bone Mystery

Oracles of bone study death and undeath to grant themselves greater power over the mysteries of life, especially its end. Like life oracles, bone oracles seek to fathom life but do so to manipulate death rather than bestow health.

Bone Mystery Spells

Oracle Level Spells
2nd Cause Fear, False Life
3rd Ray of Enfeeblement, Augury
5th Animate Dead, Speak with Dead
7th Blight, Divination
9th Danse Macabre, Commune

Undead Servant

At 2nd level, you animate a humanoid corpse with undeath to serve you. This servant grows in power as you do. If your servant dies, you can spend your downtime during a long rest to reanimate it. Your servant is dismissed if you die.

Your undead servant uses the stat block on this page, which uses your proficiency bonus (PB) in several places.


Undead Servant

Medium undead, unaligned


  • Armor Class 13 + PB
  • Hit Points 2 + your Charisma modifier + five times your oracle level (the servant has a number of hit dice [d8s] equal to your oracle level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 10 (+0)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses passive Perception 9
  • Languages understands its oracle
  • Proficiency Bonus (PB) equals your bonus

  • Servant's Bond. You add your PB to any ability check or saving throw that your servant makes.

Actions

Touch of Death. your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB necrotic damage. On hit, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of both you and your servant until the beginning of your next turn.

In combat, the undead servant shares your initiative count, but it takes its turn immediately after yours. Unless commanded otherwise, the servant approaches and attacks the nearest hostile creature that it has a clear path to (if two or more enemies are an equal distance away, you choose which your servant approaches).

You may use your bonus action to mentally command the servant to perform a different simple task, such as attacking a different target, taking the dodge action, dashing in a certain direction, or following you or another creature.

Voice of the Grave

Beginning at 6th level, once per long rest, you can use your action to cast the spell Speak With Dead without expending a spell slot. When cast this way, you may ask a number of questions equal to your charisma modifier.

Armor of Bones

Beginning at 10th level, you can use the bones of a dead medium or larger creature to conjure bone armor onto your body as an action. Bone armor has the same characteristics as scale mail, but counts as light armor for the purposes of proficiency, does not give disadvantage to stealth checks, and weighs 15 pounds. When removed, this armor falls apart into the original set of bones used in its creation.

Lifesense

Beginning at 14th level, you notice and locate living and undead creatures within 30 feet, as if you had blindsense. You can distinguish which creatures are living or undead.

Champion of the Undead

Beginning at 18th level, you can have two undead servants animated at a time. The servants continue to take their turn immediately following yours and you choose which servant acts first. When you use your bonus action to mentally command them, you can give each separate commands.

In addition, creatures can be frightened by
your undead servants' touch of death
attack even if they are
immune to the
frightened
condition.

Winter Mystery

Winter oracles draw upon the powers of cold and snow in their spells and abilities. Their magic is as debilitating as freezing northern winters, slowing and blinding the oracle's foes to protect themselves and their allies.

Winter Mystery Spells

Oracle Level Spells
2nd Frost Fingers, Ice Knife
3rd Rime's Binding Ice, Augury
5th Sleet Storm, Slow
7th Ice Storm, Divination
9th Cone of Cold, Commune

Snow Flurry

At 2nd level, your learn to manipulate cold and snow. You learn the cantrip ray of frost, which does not count against your oracle cantrips known.

In addition, once per round, when you target a creature with a spell, you may choose to create a flurry of snow around them that lasts until the beginning of your next turn. Creatures affected by the snow flurry are lightly obscured, and ranged attacks against those
creatures are made with
disadvantage.

Commune with Winter

At 6th level, you learn to draw knowledge and insight from snowfall and ice. Once per long rest, in icy or snowy terrain, you may cast the spell commune with nature as an action without expending a spell slot. You may alternatively perform this feature in other terrain types, but you only learn one fact of your choice from those listed in the spell.

Icy Armor

Beginning at 10th level, you can freeze water around yourself to gain a layer of icy protection. Once per long rest, as an action, you can summon this ice armor which can be worn on top of regular armor and lasts for 1 hour. While wearing the armor, you gain a +2 bonus to AC and resistance to fire damage.

If you take at least 20 points of fire damage at one time (before resistance), the armor melts and must be recreated to receive its benefits again. You still have resistance to the instance of fire damage that melted it.

Blizzard Soul

At 14th level, you become one with cold and winter, granting you the following benefits:

  • Both magical and nonmagical fog, clouds, sleet, rain, snow, etc. do not obscure or block your sight.
  • You gain resistance to cold damage.
  • You do not suffer any negative effects caused by a cold environment.

Freezing Magic

At 18th level, your wintry magic becomes extremely cold and
  debilitating. When a creature fails a saving throw against
  one of your spells that deals cold damage, it automatically
    suffers the effects of the slow spell until the beginning of
        your next turn.

          Similarly, when you hit a creature with a spell that
                  deals cold damage, that creature must make a
                       constitution saving throw against your spell
                               save DC. On a failure, the creature
                                                   experiences the same slowing
                                                      effects until the beginning of
                                                              your next turn.

Oracle Spell List

Cantrips

Chill Touch
Dancing Lights
Guidance
Infestation
Light
Mending
Message
Minor Illusion
Prestidigitation
Resistance
Sacred Flame
Sapping Sting
Spare the Dying
Thaumaturgy
Toll the Dead
True Strike
Word of Radiance

1st Level

Absorb Elements
Bane
Bless
Chaos Bolt
Chromatic Orb
Color Spray
Command
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Gift of Alacrity
Guiding Bolt
Healing Word
Identify
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Silent Image
Sleep

2nd Level

Aid
Alter Self
Augury
Blindness/Deafness

Blur
Borrowed Knowledge
Calm Emotions
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Invisibility
Knock
Lesser Restoration
Locate Object
Mind Spike
Mirror Image
Misty Step
Phantasmal Force
Prayer of Healing
Protection from Poison
See Invisibility
Silence
Spider Climb
Spiritual Weapon
Suggestion
Warding Bond
Web
Wither and Bloom
Zone of Truth

3rd Level

Animate Dead
Beacon of Hope
Bestow Hope
Blink
Catnap
Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Enemies Abound
Fast Friends
Fear
Feign Death
Fly
Glyph of Warding
Hypnotic Pattern
Incite Greed
Life Transference
Magic Circle
Major Image

Mass Healing Word
Meld into Stone
Motivational Speech
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Spirit Shroud
Tongues
Water Breathing
Water Walk

4th Level

Banishment
Blight
Charm Monster
Confusion
Control Water
Death Ward
Dimension Door
Divination
Freedom of Movement
Greater Invisibility
Guardian of Faith
Locate Creature
Sickening Radiance
Stoneskin

5th Level
  • Commune
  • Commune with Nature
  • Contact Other Plane
  • Contagion
  • Creation
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Enervation
  • Far Step
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Seeming
  • Skill Empowerment
  • Wall of Light
6th Level
  • Circle of Death
  • Create Undead
  • Eyebite
  • Find the Path
  • Forbiddance
  • Globe of Invulnerability
  • Harm
  • Heal
  • Heroes' Feast
  • Mass Suggestion
  • Mental Prison
  • Planar Ally
  • Sunbeam
  • Tasha's Otherworldly Guise
  • True Seeing
7th Level
  • Crown of Stars
  • Divine Word
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Regenerate
  • Symbol
  • Teleport
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Control Weather
  • Dominate Monster
  • Holy Aura
  • Power Word Stun
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Mass Heal
  • Power Word Kill
  • Prismatic Wall
  • True Resurrection

The Oracle

A full-caster class for those who like to know what's going on. Petition a pantheon of divine sources to fuel powerful magic and uncover deep secrets from seven Oracle mysteries: Ancestor, Dragon, Life, Solar, Lunar,
Bone, and Winter.

The Brawler

Brawler

Deep in a swamp, a hydra lunges one of its heads at a seemingly unarmed dwarf. Sidestepping quickly, the dwarf grabs the maw, pushing it forcefully into the marshy ground.

With a goblin in a chokehold in one arm, an armored dragonborn dashes and jumps into the air, dropkicking a hobgoblin. After mere moments, the whole goblin war party is lying in the dirt or running in frantic fear.

An ogre rushes a party of adventurers, swinging its club wildly. A human throws herself in the way and ducks under a menacing blow. Grabbing the ogre's arm, she launches herself into the air and brings both fists down on the crown of the brute's head. Stopping dead in its tracks, the ogre crumples to the ground.

These heroes are brawlers, warriors who train their bodies to be brutal weapons. Swinging their fists, and whatever else they get their hands on, brawlers are devastating melee combatants who control the battlefield as they effortlessly throw foes around, taking down those who pose too much danger to their allies.

Opportunistic Bruisers

Deadly even with nothing in their hands, brawlers eschew using the fighter’s heavy armor and the monk’s mysticism, focusing instead on perfecting styles of brutal unarmed combat. Versatile, agile, and able to adapt to all kinds of attacks, a brawler’s body is a powerful weapon.

Brawlers use every opportunity in combat to gain the upper hand, grabbing and throwing their foes when caught off-balance and swiftly dispatching them when their defenses falter. Skilled brawlers control the battlefield, maneuvering their foes right where they want them and pinning them down with ease.

Rolling with the Punches

Not every tavern drunk that throws a punch is a brawler. Brawlers are those who have honed their ability to fight, ignore pain when they take a hit, and expertly control their foes in battle. They include those skilled in methods of unconventional combat, and are often bodyguards,
bouncers, and street fighters.

A brawler's experience in unorthodox fighting makes
them a natural fit for the surprises often faced by adventurers. Brawlers are strong, maneuverable, and adaptable, able to protect their allies by enduring blows
and impeding the most threatening foes.

Creating a Brawler

To create your brawler, first consider how you first learned to fight. Did you teach yourself or was there someone who mentored you in brawling? Also consider why you first learned to brawl. Was it to protect yourself on the street or to earn some extra gold through fighting rings? Maybe you were seeking revenge against someone who wronged you or a loved one.

Although you don’t gain features from your brawling forte until you reach 3rd level, plan ahead for that choice by reading the forte descriptions at the end of the class and consider what techniques your brawler employs. Are you particularly skilled at controlling groups of enemies, breaking through enemy armor and shields, or simply being an impenetrable wall of strength and steel?

Lastly, what caused you to apply your unconventional fighting skills to adventuring? Was it simply the most promising option for more gold or were you seeking more exotic experiences that couldn't be found in your local circles? Perhaps you were forced out of your familiar life and onto the road by some rival or foe.

Quick Build

You can make a brawler quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution (or Charisma if you plan on choosing the victor forte).
Second, choose the folk
hero background.

The Brawler Table
Level Proficiency Bonus Cheap Shots Brawl Die Features
1st +2 1d4 Hard Knocks (1 use), Brawling
2nd +2 2 1d4 Dirty Fighting, Fast Movement
3rd +2 3 1d4 Brawling Forte
4th +2 4 1d4 Ability Score Improvement
5th +3 5 1d6 Extra Attack
6th +3 6 1d6 Forte Feature, Force of Will
7th +3 7 1d6 Danger Sense
8th +3 8 1d6 Ability Score Improvement
9th +4 9 1d6 Hard Knocks (2 uses)
10th +4 10 1d6 Forte Feature
11th +4 11 1d8 Dirty Fighting Improvement
12th +4 12 1d8 Ability Score Improvement
13th +5 13 1d8 Awesome Blow
14th +5 14 1d8 Forte Feature
15th +5 15 1d8 Size-Up Opponent
16th +5 16 1d8 Ability Score Improvement
17th +6 17 1d10 Hard Knocks (3 uses)
18th +6 18 1d10 Forte Feature
19th +6 19 1d10 Ability Score Improvement
20th +6 20 1d10 Legendary Brawler

Class Features

As a Brawler, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per brawler level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per brawler level after 1st.

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons
  • Tools: A gaming set

  • Saving Throws: Constitution, Strength
  • Skills: Athletics, and choose two skills from Acrobatics, Insight, Intimidation, Medicine, Perception, Sleight of Hand, and Survival.

Equipment

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

  • Any simple weapon
  • (a) hide armor or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) four javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Hard Knocks

At 1st level, you are accustomed to shrugging off blows and ignoring pain that would take down most people. Once per long rest, as a reaction to taking damage that would leave you with less than half your maximum hit points, you may choose to halve the triggering damage and temporarily gain resistance to all damage for one minute.

You can use this feature twice between long rests starting at 9th level and three times starting at 17th level.

Brawling

At 1st level, you know how to use your fists and whatever else is available in combat. You gain the following benefits while you are unarmed or wielding only one melee weapon:

  • You can roll a d4 in place of the normal damage of your unarmed strikes and other melee attacks. This die changes as you gain brawler levels, as shown in the Brawl Die column of the Brawler table.
  • When you use the Attack action with an unarmed strike or melee weapon on your turn, you can make one unarmed strike as a bonus action.
  • Your proficiency modifier is doubled for athletics checks used in ability score contests.

Dirty Fighting

At 2nd level, you learn to take advantage of any opportunity your opponents give you. You have a number of cheap shots available according to the Cheap Shots column of the Brawler Table. You regain all expended cheap shots when you complete a short or long rest.

When you use the attack action to hit an opponent with a melee attack, you may expend a cheap shot to attempt to shove, grapple, or disarm the target as part of the same attack.

                                                     Depending on your choice
                                               of brawler forte, you may gain
                                             multiple features that allow you to
                      modify an attack by spending cheap shots. Only
         one such feature may modify each attack. For example, if you use the wide swing feature from the bouncer forte, you may not spend additional cheap shots to grapple with those attacks.

Fast Movement

Starting at 2nd level, you are light on your feet. Your speed increases by 10 feet while you aren’t wearing heavy armor or a shield.

Brawling Forte

At 3rd level, you gain a forte representing your personal talents and brawling techniques. The forte you choose grants you features at levels 3, 6, 10, 14, and 18.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Force of Will

           Beginning at 6th level, you put your whole will behind
           every blow. Your unarmed strikes count as magical for
          the purpose of overcoming resistance and immunity to
              nonmagical attacks and damage.

Danger Sense

               By 7th level, you've taken enough knocks to learn
            how to avoid harm where possible. You have
             advantage on Dexterity saving throws against effects
           that you can see, such as traps and spells. To gain this
        benefit, you can’t be blinded, deafened, or incapacitated.

Improved Dirty Fighting

         Beginning at 11th level, when you attempt to grapple,
             shove, or disarm, you can expend a cheap shot to give
              the target disadvantage on their contesting check.
             In addition, you can shove or grapple creatures up to
            two sizes larger than yourself, and you no longer have
          disadvantage when attempting to disarm an opponent
       larger than you.

Awesome Blow

     Beginning at 13th level, your critical hits become more
        devastating. When you critically hit a creature with a
            melee attack, you may expend one cheap shot to
            automatically knock it prone and/or push it up to 10
               feet away from you (your choice).

Size-Up Opponent

                At 15th level, you have become so familiar with close
            quarters brawling that you intuitively sense the
              physical state of those you strike. Once per round,
              when you hit an opponent with a melee attack, you
               may choose to learn whether your opponent is near
                death (25% or less of its maximum hit points
              remaining), badly wounded (26-50%), winded
             (51-75%), or fresh (more than 75%).

Legendary Brawler

           At 20th level, your ability to keep your foes off-balance
          is legendary. You have advantage on athletics checks
             used in ability score contests.

             In addition, you can shove or grapple any creature
                  regardless of size.

Multiclassing

            Prerequisites. To qualify for multiclassing with the
        Brawler class, you must meet these prerequisites:
       13 Strength.
       Proficiencies. When you multiclass into the Brawler
        class, you gain the following proficiencies: Simple
          weapons, light armor, medium armor.

Brawler Fortes

As they become more experienced, brawlers develop different fighting maneuvers and specialties. A specific set of techniques is referred to as a "forte", which reflects a brawler's focus on mastering certain types of techniques.

Bruiser

While all brawlers are brutal and unorthodox fighters, bruisers take things a step further. Rushing headlong into combat, bruisers astonish combatants with ferocious charges, impacting their foes before they even have a chance to raise their weapons.

Charge

At 3rd level, you've developed a staggering charging technique. You may attempt to charge a creature by moving at least 15 feet in a straight line into their space and expending one cheap shot. You make an athletics check contested by the creature's athletics or acrobatics check (their choice). The creature must be no more than one size larger than you.

If you succeed, you push the creature back 5 feet. In addition, you may push them 5 additional feet for every 5 points your check is greater than theirs. If you move the creature any additional distance, you move with them so that you remain within 5 feet. If you fail or tie, you move 5 feet
               back to where you were before you moved into
                             the creature's space.

Intimidating Technique

Beginning at 3rd level, your fighting technique and intense demeanor alarm those around you. You gain proficiency in intimidation (or another brawler class skill if already proficient) and can use strength for intimidation checks.

Eager Combatant

Beginning at 6th level, you are always ready and itching for a fight. You have advantage on initiative rolls.

Bull Rush

At 10th level, you charge with such ferocity that your opponents can't stay on their feet. When you successfully push a creature with a charge, you can spend an additional cheap shot to automatically knock them prone.

In addition, you can now charge creatures up to two sizes larger than you.

Charging Strike

Beginning at 14th level, after attempting to charge a creature, if your next attack during the same turn hits that creature, the attack deals an extra two brawl die in damage.

Living Avalanche

Beginning at 18th level, once per round, when you successfully push a creature with charge, you may spend two cheap shots to stun that creature until the beginning of your
                            next turn. In addition, you can charge any
                                         creature regardless of size.

Bouncer

Bouncers are adept at subduing multiple foes at once and employ techniques to control crowds. Powerful bouncers can even knock entire groups down with a single blow.

Wide Swing

Beginning at 3rd level, you attack in such a way to take down multiple foes. Once per round, when you target a creature with a melee attack, you may expend one cheap shot to target a second creature in range. You make a separate attack roll against each target.

Intimidating Technique

Beginning at 3rd level, your fighting technique and intense demeanor alarm those around you. You gain proficiency in
                     intimidation (or another brawler class skill if
                         if already proficient) and can use strength
                                                   for intimidation checks.

Crowd Expertise

At 6th level, you become expert at handling crowds. You cannot be flanked and enemies no longer benefit from pack tactics (or similar abilites that rely on nearby allies) when targeting you.

Unyielding Swing

Beginning at 10th level, when you use the wide swing feature, you may choose to target all creatures within range, including any allies, with the attack.

Bouncer's Interruption

At 14th level, you learn to stop enemies in their tracks when they try to get around you. Whenever a creature moves to a space within 5 feet of you, you may use your reaction and expend one cheap shot to make a melee attack targeting that creature. If you hit, the creature must make a strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, their speed is reduced to 0 until the end of their next turn.

Toppling Bash

   Beginning at 18th level, when you use the wide swing or
     unyielding swing features, you may spend an additional
             two cheap shots. When you do so, creatures that are
                 hit by your attack must make a strength saving
                     throw (DC = 8 + your proficiency bonus + your
                             Strength modifier). On a failure, the creature
                                                                            is knocked prone.

Gladiator

Gladiators toe the line between trained fighter and unconventional brawler. They train themselves to wield shields and new kinds of weaponry, using those weapons to pin their foes, without needing to hold them down.

Pinning Strike

At 3rd level, you learn to use your weapons to pin your enemies in place. Once per round, when you target a creature with a melee or thrown weapon that deals piercing damage and before you roll to hit, you may choose to spend one cheap shot to attempt to perform a pinning strike. On a hit, your attack deals no damage, but the target is restrained. The targeted creature must be no more than one size larger than you.

Your weapon is used to restrain the target and can be removed as an action by making a strength check (DC 10). On a success, the creature is no longer restrained. While your weapon is restraining a target, it cannot be used for other attacks.

Trained Fighter

At 3rd level, you have trained to fight with conventional arms, though you retain your unorthodox style. You gain proficiency in tridents, short swords, nets, and shields.

Combat Performer

     At 6th level, your fighting style becomes a sight to behold.
  You gain proficiency in performance (or another brawler class skill if already proficient).

In addition, when you hit a creature with a melee attack, you may expend a cheap shot to grant a conscious creature you can see a number of temporary hit points equal to one roll of your brawl die + your proficiency modifier.

Piercing Strike

Beginning at 10th level, you may spend an additional cheap shot when using the pinning strike feature. When you do so, your attack deals half damage (rounded down) instead of none.

In addition, you can now use pinning strike on creatures up to two sizes larger than you.

Crowd Pleaser

At 14th level, your attacks become envigorating to your allies and other onlookers. When you use the combat performer feature to grant temporary hit points, you may spend an additional cheap shot to instead choose a number of creatures you can see up to your proficiency bonus. Each creature gains the temporary hit points.

Masterful Pierce

Beginning at 18th level, when you use the piercing strike feature, your attack deals its full damage instead of half. In addition, you can now use pinning strike on any creature regardless of size.

Steelbreaker

Masters of taking down heavily-armored knights and beasts with thick hide, steelbreakers specialize in tearing down defenses. Ripping or crushing even the thickest armor, these brawlers leave their foes completely vulnerable.

Rend Armor

At 3rd level, you develop a technique to puncture, tear off, smash, or otherwise destroy armor. Once per round, when you hit a creature with a melee attack, you may expend one cheap shot to reduce their AC by 2.

This feature works against natural or worn armor. Each creature can only be affected by this feature once, and a creature's AC can only be reduced to a minimum of 10 + their dexterity modifier. In addition, this feature, as well as "deep rend" and "great rend", do not destroy magical armor or shields, but can still reduce the AC of creature's wearing magic armor if they have other sources of AC that can be rent, such as nonmagical or natural armor.

Anti-Armor Implements

                                              At 3rd level, you expand your
                                           knowledge of weaponry used to tear
                                            apart defenses. You gain proficiency
                                           in martial weapons.

Defensive Insight

                                        At 6th level, you learn to quickly
                                         identify your opponents defenses so
                                         you can tear them down. Once per
                                             round, you can identify a creature's
                                            AC and the components of their AC
                                            (no action required). For example,
                                              you can learn that a wild creature
                                               has an AC of 15 from its natural
                                                armor or that a particular warrior
                                             has an AC of 20 from its plate
                                        armor and shield.

                                   It is up to the DM's discretion if a
                                       creature's source of protection is
                                       inconspicuous and unable to be
                                       discerned through this feature. For
                                       example, you might be unaware of a
                                       ring of protection or tricked by an
                                       illusion.

Deep Rend

                              Beginning at 10th level, your rends can
                        destroy armor more thoroughly. A creature can
                       be affected by your rend armor feature twice,
                     reducing their AC by 4 total.

                In addition, when you reduce a creature's AC with
                 the rend armor feature, the attack deals additional
            damage equal to one roll of your brawl die.

Sunder

  At 14th level, you expand your destructive capabilities to weapons. When a creature hits you with a melee attack, you may use your reaction and expend a cheap shot to attempt to sunder the triggering weapon. You make an athletics check contested by your opponent's athletics or acrobatics (their choice). If you win, attacks with that weapon have disadvantage until repaired or healed.

This feature works against manufactured or natural weapons, but does not work against magical weapons. In the case of natural weapons, the effects of sunder end after the affected creature completes a long rest.

Great Rend

At 18th level, your ability to rend metal and hide alike becomes terrifyingly potent. When you use the rend armor to reduce an enemy's AC a second time, you may spend one additional cheap shot to reduce the target's AC by 1 more (total reduction of 5 from both uses of rend armor).

A creature affected by great rend cannot have their AC reduced by further uses of rend armor, and a creature's AC can only be reduced to a minimum of 10 + their dexterity modifier.

Victor

Victors are charismatic brawlers who inspire valor and courage in their allies. Often champions of the common folk, victors use their abilities to protect and motivate those they fight for.

Rally

Beginning at 3rd level, you encourage your allies in the midst of combat. You may use your bonus action and expend a cheap shot to allow an ally to immediately make a weapon attack or unarmed strike as a reaction. If the attack hits, it deals additional damage equal to your brawl die + your charisma modifier.

Heroic Presence

Beginning at 3rd level, you carry a heroic, confidence-inspiring presence about you. You gain proficiency in persuasion (or another brawler class skill if already proficient).

In addition, to determine your maximum hit point increase from brawler levels, you may use charisma in place of constitution.

Courageous Fighter

Beginning at 6th level, you are immutably brave, inspiring fervor in your allies. You are immune to the frightened condition.

In addition, when you hit a creature with a melee attack, you may expend a cheap shot to grant a conscious creature you can see a number of temporary hit points equal to one roll of your brawl die + your proficiency modifier.

Motivating Shout

At 10th level, you learn to imbue your allies with renewed vigor by shouting inspiration. Once per short rest, as a bonus action, you may spend two cheap shots to grant all allies you can see a bonus to attack and damage rolls equal to your charisma modifier. This bonus lasts until the beginning of your next turn.

Crowd Pleaser

At 14th level, your attacks become envigorating to your allies and other onlookers. When you use the combat performer feature to grant temporary hit points, you may spend an additional cheap shot to instead choose a number of creatures you can see up to your proficiency bonus. Each
     creature gains the temporary hit points.

Inspiring Rally

                            Beginning at 18th level, when you use the
                                      rally feature, the target creature has
                                                advantage on the attack rolls until
                                                      the end of its next turn.

Venomfist

Whether due to alchemical accident, the nature of your race, or through some other means, your attacks are infused with venom. You are able to poison your foes with a touch, leaving them weak and faltering.

Venom Strike

At 3rd level, you learn to use your innate venom to harm your foes. Once per round, when you hit a creature with an unarmed strike, you may spend a cheap shot to deal extra poison damage equal to your brawl die + your Constitution modifier.

Intimidating Technique

Beginning at 3rd level, your fighting technique and intense demeanor alarm those around you. You gain proficiency in intimidation (or another brawler class skill if already proficient).

Poisoned Blood

Beginning at 6th level, the venom coursing through your body grants you resistance to poison damage and immunity to the poisoned condition.

Toxins

At 10th level, your venom becomes particularly impairing. When you use the venom strike feature, you may spend an additional cheap shot to make the target creature poisoned. At the end of each of its turns, a poisoned creature may attempt a constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a success, the creature is no longer poisoned.

Flowing Blight

Beginning at 14th level, your toxins weaken your opponents. Creatures that are poisoned by your "toxins" feature deal half damage on attacks that use strength.

Paralyzing Venom

At 18th level, your venom becomes extremely deadly. Once per round, when you hit a creature with an unarmed strike, you may spend two cheap shots to attempt to paralyze the target creature. The creature must make a constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, the creature is paralyzed until the beginning of your next turn.

Brute

Brutes are exceptionally durable individuals who brush aside even the most earth-shattering attacks. Adding on layers of protection to their already formidable forms, brutes become an unshaking barricade against their foes.

Armor Deflection

At 3rd level, you learn to use your armor to preemptively knock aside blows before they would have hit you. When you are the target of a melee attack from a creature you can see, you may use your reaction and spend one cheap shot to
     reduce their attack roll by one roll of your brawl die. You
                   must be wearing medium or heavy armor to use
                                                                             this feature.

Heavy Brawler

At 3rd level, when you choose this forte, you learn to wear heavy armor without inhibiting your brawling techniques, granting you the following benefits:

  • You have proficiency in heavy armor
  • You can benefit from the "fast movement" feature while wearing heavy armor.

Steady Stance

Beginning at 6th level, at the end of each of your turns, if you have moved 15 feet or less, you are immune to being knocked prone or moved against your will (you can still be teleported) until the beginning of your next turn.

Brutish Durability

       At 10th level, you become exceptionally adept at resisting
        physical threats. When you fail a strength, dexterity, or
          constitution saving throw, you may expend a cheap shot
             to add one roll of your brawl die to the result.

Living Bulwark

                       At 14th level, you learn a technique to form a
                       blockade of just you and your armor by setting
                        your stance and preparing for enemies to
                        advance. On your turn, you may spend 20 feet
                         of movement and expend one cheap shot to
                              become a living bulwark until the beginning
                                 of your next turn. Your living bulwark form
                                 ends if you move, are forced out of your
                                current position, or are grappled, prone,
                              restrained, or incapacitated.

                           While you are a living bulwark, when a
                              creature starts their turn within 5 feet of you
                            or moves to within 5 feet of you, you may
                           force them to make an athletics or acrobatics
                            check (their choice, DC = 8 + your proficiency
                             bonus + your Strength modifier). On a
                                 failure, their speed is reduced to 0 until
                                     the beginning of their next turn.

Forceful Deflection

                                        At 18th level, you brutishly counter
                                      those who dare strike you. When you
                                     use the armor deflection feature to
                                     successfully prevent an attack that
                                    would have hit you, you may spend an
                                    additional two cheap shots. When you do
                                  so, the creature that attacked you must
                                      make a constitution saving throw (DC =
                                          8 + your proficiency bonus + your
                                          Strength modifier). On a failure, that
                                        creature is stunned until the end of
                                      their next turn.

The Brawler

A martial class for those like punching without monk mysticism. Throw your opponents off balance and knock them out with seven Brawler fortes: the Bruiser, Bouncer, Gladiator, Steelbreaker, Victor, Venomfist, and Brute.

Art Credits:
Page 55: Pathfinder Monk by Jordan Kerbow
Page 57: Epic Confrontation by Wayne Reynolds
Page 58: Golden Punch by Wan Yun
Page 59: Savage Punch by Wesley Burt
Page 60: The Bar by Artur Fast
Page 61: Gladiator by Artem Khorchev
Page 62: Fall of Gods by Jan Ditlev
Page 63: Arena Athlete by Jason Chan
Page 64: Tainted Strike by James Ryman
Page 65: Lizard Warrior by Veli Nystrom
Page 66: Practice by Wen Yi

See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder.

The Summoner

Summoner

Surrounded by a gang of bandits, a robed gnome feigns surrender. Just as the gang leader approaches the gnome, a young dragon flies over the hillside, snatches the bandit in his claws and engulfs the rest in its fiery breath. With the bandits either slain or fleeing, the gnome gives his dragon a loving pat on the snout.
    An elderly elf, standing back from the brunt of the fighting, weaves a spell to paralyze one of the attacking ogres. Now helpless, the ogre can only watch as a massive serpentine creature erupts from the ground beneath it, swallowing it whole.
    Surrounded dark tomes and magical reagants, a human begins the ritual she has become so familiar with. She
smiles as her demon, emerging from the chalk circle, flexes its newly grown steel-like claws, ready for something to try them on.
    Each summoner develops a peculiar connection to a certain plane of existence granting them a close bond with the magical energies of that plane. Through this connection, summoners create an eidolon, a magical creature that they can shape and evolve as they please. Together, eidolon and summoner become a force to be reckoned with, bringing powerful magic and extraplanar power to overcome their foes.

Extraplanar Bond

While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. Each summoner has developed a particularly strong magical connection to one of the planes of existence. From the energies of this plane, the summoner creates a creature, known as an eidolon, which serves it's summoner and gains power as the summoner's skills grow. Over time, eidolon and summoner become linked, eventually even sharing a shard of the same soul.

Arcane Companion

Summoners typically spend their time exploring their arcane
power alongside their eidolons. While summoners attain mastery of their magic, they also rely heavily on their eidolon companions in dangerous situations. Though a summoner and their eidolon function as individuals, their true power
lies in what they can accomplish together as they become an inseparable and deadly team.
    Those who form a close bond with an extraplanar being rarely lead a quiet, simple life. Summoners frequently seek out increased knowledge about their bonded plane and
the nature of their companion. This often leads them
to set out on dangerous adventures to ancient ruins
and foreign lands where they must use their magical
power and the strength of their eidolon to pull through.

Creating a Summoner

The first question you should consider when making a summoner is the nature of your bond to another plane of existence. Look at the summoner planar bonds available and consider what plane you have bonded to. How did you bond with this plane? Was it a magical accident, your inherited birthright, or a planned event you worked hard to achieve?
    Even more importantly, consider the appearance of your eidolon and the abilities you want it to have. Summoners use their magical power to form their eidolon as they see fit. Therefore, eidolons come in every shape and size. Look through available evolutions for your eidolon and plan for the most important ones you wish for your eidolon to obtain.
    Lastly, consider your relationship with your eidolon. Do you see each other as partners or friends, or are you in a master and servant relationship? More specifically, in battle, does your eidolon take the front line, does it stay right by your side as a loyal protector, or does it like to lie in wait to catch enemies off guard once fighting has begun? The evolutions you choose as you gain power will shape your eidolon's abilities and the role it plays.

Quick Build

You can make a summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Then, choose the hermit background and the dancing lights and fire bolt cantrips. Lastly, for your eidolon, select the quadruped base form with a bite attack and choose the
improved health and improved
damage evolutions.

The Summoner Table
Level Proficiency
Bonus
Features Evolution
Points
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Planar Bond, Eidolon, Spellcasting 2 2 2 2
2nd +2 Summon Creature, Bond Senses 3 2 3 2
3rd +2 Maker's Call 4 3 4 3
4th +2 Ability Score Improvement 5 3 5 3
5th +3 7 4 6 4 2
6th +3 Planar Bond Feature 8 4 7 4 2
7th +3 Life Bond 9 4 8 4 3
8th +3 Ability Score Improvement 10 4 9 4 3
9th +4 11 4 10 4 3 2
10th +4 Aspect 12 4 11 4 3 2
11th +4 Transposition 14 4 12 4 3 3
12th +4 Ability Score Improvement 15 4 12 4 3 3
13th +5 16 4 13 4 3 3 1
14th +5 Planar Bond Feature 17 4 13 4 3 3 1
15th +5 Greater Aspect 18 4 14 4 3 3 2
16th +5 Ability Score Improvement 19 4 14 4 3 3 2
17th +6 Merge Forms, Plane Shift 21 4 15 4 3 3 3 1
18th +6 Planar Bond Feature 22 4 15 4 3 3 3 1
19th +6 Ability Score Improvement 23 4 15 4 3 3 3 2
20th +6 Grand Eidolon 28 4 15 4 3 3 3 2

Class Features

As a Summoner, you gain the following class features:

Hit Points


  • Hit Dice: 1d6 per summoner level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per summoner level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Animal Handling, Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack

Planar Bond

At 1st level, you have developed a close connection with a particular plane of existence and the magical energies that can be drawn from it. The plane you choose grants you features at levels 1, 6, 14, and 18. Your chosen plane affects the creature type of your eidolon (described in the following section).
    In addition, you gain spells according to your chosen plane at the appropriate summoner levels. Each of these spells counts as an summoner spell for you, but do not count against the number of summoner spells you know.



Eidolon

Small, Creature type depends on planar bond


  • Armor Class 10 + Dex Modifier + PB (Natural Armor)
  • Hit Points 2 + five times your summoner level (the eidolon has a number of hit dice [d6s] equal to your summoner level)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14/10
(+2/+0)
14/10
(+2/+0)
12
(+1)
8
(-1)
10
(+0)
14
(+2)


Attributes. At 1st level, choose whether your eidolon has 14 STR and 10 DEX or 10 STR and 14 DEX.


  • Saving Throws Con +1 +PB, Cha +2 +PB
  • Skills Athletics +2/+0 +PB
  • Senses Passive Perception 10
  • Languages Understands the languages its summoner speaks, but can only speak telepathically to its summoner while on the same plane.
  • Proficiency Bonus (PB) equals your bonus

Features

Evolutions. Your eidolon's features and statistics depend largely on the evolutions you choose. At each summoner level, you gain at least one evolution point (as shown in the Summoner table) to spend on eidolon evolutions (see the "Evolutions" section).

Ability Score Improvement. At levels 4, 8, 12, 16, and 19, you can increase one of your eidolon's ability scores by 2, or you can increase two ability scores by 1.

Increases to ability scores affects the relevant saving throws, skills, attacks, hit points, AC, etc. as if the eidolon were a player character (e.g. if the eidolon's constitution modifier increases by 1, it gains a number of hit points equal to your summoner level and one more hit point at each new summoner level).

Actions

Multiattack. The eidolon makes a number of attacks depending on your summoner level (1 attack at level 1-4, up to 2 attacks at levels 5-16, and up to 3 attacks at levels 17-20). Multiattack cannot include spells.

The attacks available to your eidolon depend on its base form and evolutions. Each attack evolution you take applies to only one body part and may only be used once during an attack action. In addition, each of your eidolon's heads, arms, pairs of legs, and sets of wings may only perform one attack during an attack action.

Each attack counts as magical and uses your PB plus either the eidolon's strength or dexterity modifier to hit. On a hit, an attack deals an amount of damage according to its evolution description plus either the eidolon's strength or dexterity modifier. Unless otherwise stated, the range of each attack is 5 ft.

Spells. Some evolutions and features give your eidolon the ability to cast spells. Regardless of its form, your eidolon is able to perform the somatic and verbal components of spells it knows and can ignore material components that do not have a gold cost.


Eidolon

Beginning at 1st level, your attunement to another plane has allowed you to form an eidolon, a creature molded from the magical energies of its home plane. It is friendly to you and your companions, and it obeys your commands. You and your eidolon share a mental link that allows for telepathic communication across any distance on the same plane.
    You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was dismissed or banished. Your eidolon remains until you dismiss it as an action. If your eidolon is killed, it is banished to its home plane and it cannot be summoned again until you complete a long rest, which allows your eidolon to reform in its home plane and also gain the benefits of a long rest. Note that your eidolon benefits from rests and makes death saving throws like a player character. If you are killed, your eidolon is immediately banished to its home plane.
    See your eidolon's base statistics in the eidolon stat block, which uses your proficiency bonus (PB) in several places. When applicable, your eidolon's proficiency bonus equals your own. When an ability is gained at a certain level, it is referring to your summoner level.

In combat, the eidolon shares your initiative count and takes its turn simultaneously with yours. It can move and use its actions and reaction on its own, requiring no action from the summoner. That action can be one in its stat block or some other action.

Eidolon Evolutions and Base Form

At 1st level, you choose a base form for your eidolon (see the "Eidolon Base Forms" section). A base forms provides some free evolutions for your eidolon that do not count against your pool of evolution points. Evolutions are improvements to your eidolon that grant it additional capabilities.
    You have a number of evolution points (EP) according to evolution points column of the Summoner Table. These can be spent on evolutions for your eidolon. See the "Evolutions" section for a list of available evolutions and their EP costs. Whenever you gain a summoner level, you may spend available EP on new evolutions. When you do so, you may remove one of your eidolon's current evolutions (except for the free evolutions granted by their base form). Any EP that had been spent on the removed evolution are available to be spent on new evolutions. Unless otherwise stated, an evolution can be selected multiple times.

Spellcasting

Beginning at 1st level, you cast spells by drawing upon the power of the plane of existence you have bonded with. See the summoner spell list for the spells you can learn.

Cantrips

At 1st level, you know two cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spell Slots

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the summoner spell list. The Spells Known column of the Summoner table shows when you learn more summoner spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the summoner table.
    Additionally, when you gain a level in this class, you can choose one of the summoner spells you know from this feature and replace it with another spell from the summoner spell list. The new spell must also be of a level for which you have spell slots on the Summoner table.

Spellcasting Ability

Charisma is your spellcasting ability for your summoner spells. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.


Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

               You can cast a summoner spell as a ritual if that
         spell has the ritual tag and you know the spell.

Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for
    your summoner spells.

Summon Creature

     At 2nd level, you diversify your summoning abilities to
  handle situations your eidolon is not suited for. Once per long rest, instead of summoning your eidolon, you may use the same ritual to summon a creature from your bonded plane with a CR up to 1/3 of your summoner level for up to one hour, after which it returns to its home plane.
    Maintaining the creature on the same plane as you requires your concentration, which if broken, causes the creature to immediately be dismissed. Like the eidolon, you summon this creature in a ritual that takes 1 minute to perform. The creature must be of the same type as your eidolon (determined by your planar bond). Your DM will have creature options for you and the stats for those creatures. The summoned creature is friendly to you and your companions, shares your initiative count, and takes its turn immediately after yours. It can move and use its action and reaction on its own.
    You can have either your eidolon or one creature summoned through this feature at a time. If you summon your eidolon or a creature from this feature, other summons from this or the eidolon feature are immediately dismissed to their home plane.

Bond Senses

Beginning at 2nd level, you develop a close link with your eidolon allowing you to see the world from its perspective. Once per short rest, as an action, you can experience what your eidolon senses (including sight, hearing, feeling, etc.) for up to one minute, gaining the benefits of any special senses it has. During this time, you do not experience your own senses and do not have control of your own body. Your body does not move from the position you left it until the effect ends unless something else moves it.

Maker's Call

Beginning at 3rd level, you and your eidolon are magically connected regardless of distance. Whenever your eidolon is on the same plane as you, you can use your bonus action to teleport it to an open space within 5 ft. of you. If there are no open spaces, the teleportation fails.

In addition, while you can see your eidolon, spells you cast with a range of self can instead target your eidolon. If a self-targeting spell uses your reaction, it can be triggered through your eidolon (for example, when your eidolon is hit by an attack, you can use your reaction to cast shield on it).

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. As noted in the eidolon stat block, your eidolon's ability scores increase the same way.
    Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Life Bond

At 7th level, your life becomes intertwined with that of your eidolon. Whenever your eidolon takes damage, you may use your reaction and sacrifice a number of hit points from your current total. When you do so, you reduce the damage of the triggering attack by an amount equal to the number of hit points you sacrificed.
    You may not reduce yourself to 0 hit points with this feature.

Aspect

At 10th level, your deepening relationship with your eidolon has bestowed you some of its power. You choose a number of evolutions your eidolon has that cost up to 2 EP total. You gain the benefits of the chosen evolution(s).
    Each evolution may only be selected once for the aspect or greater aspect features.

Transposition

At 11th level, as a bonus action you can switch locations with your eidolon through teleportation. You must be able to see your eidolon to perform the transposition. In addition, if your eidolon is larger than you they must still occupy the space you were previously on (or vice versa). If there is
           not sufficient room to do so, the
                   transposition fails.

Greater Aspect

At 15th level, you increasingly resemble your eidolon as the plower of your bonded plane flows through you. You choose a number of evolutions your eidolon has that cost up to 4 EP total. You gain the benefits of the chosen evolution(s).
    Each evolution may only be selected once for the aspect or greater aspect features.

Merge Forms

At 17th level, your eidolon becomes an extension of your own being. You learn to merge you and your eidolon's forms into one creature.

Merging

As a bonus action, you may touch your eidolon to merge you and its physical forms into one body. When you do so, you and your eidolon become one creature. Your merged form continues to be affected by any ongoing spells or magical effects that were affecting either of you, including those from worn magical equipment. You become the size of your eidolon if it was larger than yourself, but otherwise you remain the same size. After the merge, you may occupy the space either you or your eidolon were in, but you must be able to fit in the chosen space with your new size.

Merged Statistics

In your merged form, your creature type is the same as your eidolon. You have access to both your own and your eidolon's senses and movement speeds. Each one of your merged form's ability scores equals either your or your eidolon's corresponding ability score, whichever is higher. In addition, you use your eidolon's hit point pool and its armor class, but you may still use the life bond feature to draw from your own hit point pool and reduce damage taken. Lastly, your merged
  form has all proficiencies that you
             or your eidolon had.

Merged
Form Actions

While merged, you and your eidolon continue to take your separate turns as normal but are now controlling the same body in tandem. Your minds and thoughts are so coordinated that you encounter no issues piloting the same form. You may use any of your normal actions including casting spells while in your merged form, but you may alternatively perform one of your eidolon's attacks or another one of its actions instead. Your eidolon acts as normal. Note that if one of your eidolon's abilities has a limited number of uses, you and your eidolon share the available uses. In addition, either you or your eidolon (not both) may choose to move using one of your merged form's speeds. Lastly, your merged form has two reactions per round; one from you and one from your eidolon, but only one can be used at a time.

Splitting

You may willingly split forms, using your bonus action, causing you and your eidolon to occupy separate spaces directly on or within 5 feet of the space(s) your merged form had occupied; if there is not enough space to split, you remain merged.

                                Also, if your merged form is reduced to
                   0 hit points, your form splits if there is space available to do so, and your eidolon begins making death saving throws. If there is not enough space available to split, you and your eidolon remain merged and you make one death saving throw each round as your merged form. If your merged form dies, you die, your form splits, and your eidolon is banished.

Plane Shift

Beginning at 17th level, you learn to travel to your bonded plane. Once per long rest, as a ritual that takes 10 minutes, you can transport yourself and up to 8 willing creatures you can see to a general location on your bonded plane (see the plane shift spell).
    Alternatively, while on your bonded plane, you can use this ritual to return yourself and up to 8 willing creatures to a familiar location on your home plane.

Grand Eidolon

At 20th level, your eidolon becomes a creature of legend and immense power. You gain four additional EP (for a total of 28 as shown in the Summoner Table).

Eidolon Base Forms

An eidolon's base form acts as the starting point for
your eidolon's evolution. Each base form has free
evolutions that do not count against your pool of evolution points (EP). Unlike other evolutions, these free evolutions cannot be removed when you gain a summoner level.

You may decide that your eidolon has body parts it
does not have the corresponding evolution for. However,
this only affects your eidolon's appearance and does not impart any gameplay benefit. For example, this is often applied to eidolons that have legs but not the "legs"
evolution, because they do not use their legs for attacking.

Aquatic

Aquatic eidolons begin with the head, gills, swim, and tail evolutions. In addition, choose one of the following
evolutions for your starting attack: bite, headbutt, horns,
or tail slap.
    This grants them a head, the ability to breathe
underwater indefinitely, a swim speed of 30 feet, a tail, proficiency in acrobatics, and the attack you chose.

Biped

Biped eidolons begin with the head, arms, and speed (base) evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, claws, headbutt, horns, pincers, slam, or stinger.
    This grants them a head, a pair of arms, a speed of 30 ft., and the attack you chose. Here, the speed evolution represents a pair of legs that is unavailable for attacking or receiving attack evolutions.

Quadruped

Quadruped eidolons begin with the head, legs, pounce, and speed (base) evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, claws, headbutt, hooves, or horns.
    This grants them a head, a pair of legs, a speed of 40 ft., doubled distance on their long jumps, and the attack you chose. Here, the speed evolution represents a second pair of legs that is unavailable for attacking or receiving attack evolutions.

Serpentine

Serpentine eidolons begin with the head, climb, reach, and tail evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, headbutt, horns, stinger, or tail slap.
    This grants them a head, a climb speed of 20 ft., a tail, proficiency in acrobatics, and the attack you chose (which gains a range of 10 feet).

Winged

Winged eidolons begin with the head, skilled (acrobatics), and wings evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, headbutt, horns, or wing buffet.
    This grants them a head, proficiency in acrobatics, a flight speed of 30 ft., and the attack you chose.

Optional Rule: Custom Base Forms

If none of the above base forms closely fit the idea you have for your eidolon's form, you can make a custom base form by following the guidelines listed below. Note that evolutions gained through a custom base form count as free evolutions and cannot be removed later.

  1. Choose two of the following evolutions: "arms", "head", "legs", "tail", and "wings". You may choose the same evolution twice, except for "wings". You may not choose both the "arms" and "wings" evolutions.
  2. Choose two different 1-point evolutions that are not attacks. However, if you chose either the "arms" or "wings" evolutions at least once in the previous step, you may only choose one 1-point evolution.
  3. Choose one 1-point attack evolution that your eidolon has a prerequisite body part evolution for. For example, the "claws" evolution requires "arms" or "legs".

Evolutions

The following are all the evolutions that can be given to your eidolon. You have a number of evolution points (EP) according to evolution points column of the Summoner Table. These can be spent on evolutions for your eidolon (see the "Evolutions" section) to grant them additional capabilities. Whenever you gain a summoner level, you may spend available EP on new evolutions. When you do so, you may remove one of your eidolon's current evolutions (except for the free evolutions granted by their base form). Any EP that had been spent on the removed evolution are available to be spent on new evolutions. Unless otherwise stated, each evolution can be taken multiple times.
    An evolution that grants your eidolon an attack requires that your eidolon have one of the corresponding body part evolutions. For example, the claws evolution requires either the "arms" or "legs" evolutions.

1-Point Evolutions

The following evolutions cost one evolution point to choose.

Ability Score

Your eidolon becomes physically or mentally more capable. Choose one of your eidolon's ability scores. The chosen ability score increases by 1.
    Increases to ability scores affects the relevant saving throws, skills, attacks, hit points, AC, etc. as if the eidolon were a player character. For example, if an eidolon's constitution ability score increases from 11 to 12, its constitution modifier increases by 1, and it gains a number of hit points equal to your summoner level and one more hit point at each new summoner level.

Basic Magic

Your eidolon learns to cast a basic spell. Select one first level spell from the sorcerer spell list. Your eidolon can cast this spell once per long rest at first level. Charisma is your eidolon’s casting ability for these spells.

Bite

Your eidolon’s maw is full of razor-sharp teeth, giving it a bite attack from a head. This attack deals 1d6 piercing damage and has a base range of 5 feet.

Cantrip

Your eidolon learns to cast a simple spell. Select one of the following cantrips: Acid Splash, Chill Touch, Create Bonfire, Dancing Lights, Fire Bolt, Frostbite, Gust, Infestation, Light, Lightning Lure, Mage Hand, Magic Stone, Mending, Mind Sliver, Minor Illusion, Poison Spray, Primal Savagery, Produce Flame, Ray of Frost, Sacred Flame, Sapping Sting, Shocking Grasp, Spare the Dying, Thorn Whip, Thunderclap, or Toll the Dead. Your eidolon can cast this cantrip a number of times per day equal to its charisma modifier. Charisma is your eidolon’s casting ability for these spells. Your eidolon uses your summoner level to determine the effects of its cantrips.

Claws

Your eidolon has a pair of vicious claws at the end of one of its pairs of limbs, giving it a claw attack from one arm or pair of legs or wings. This attack deals 1d6 slashing damage and has a base range of 5 feet.

Climb

Your eidolon becomes a skilled climber, gaining a climb speed equal to 20 feet.
    You cannot select this evolution more than once.

Darkvision

   Your eidolon gains the ability to see clearly in the dark. Your
          eidolon gains darkvision to a range of 60 feet. Each
           subsequent time you select this evolution, the range of
           your eidolon's darkvision increases by 30 feet.

Disengage

            Your eidolon is nimble and able to escape enemies'
          attacks. Your eidolon can disengage as a bonus action.
         You cannot select this evolution more than once.

Gills

        Your eidolon has a pair of gills allowing it to breathe
         underwater indefinitely.
       You cannot select this evolution more than once.

Headbutt

                 Your eidolon grows a thick skull or blunt horns to
                ram foes, giving it a headbutt attack from one head.
              This attack deals 1d6 bludgeoning damage and has a
            base range of 5 feet.

Hooves

         Your eidolon has a pair of hardened hooves or otherwise
        tough feet, giving it a hoof attack from one pair of legs.
       This attack deals 1d6 bludgeoning damage and has a
         base range of 5 feet.

Horns

Your eidolon grows a number of sharp horns on its head, giving it a horn attack from one head. This attack deals 1d4 piercing damage and has a base range of 5 feet. If your eidolon moves at least 15 feet directly towards a creature on its turn, this attack is made with advantage when targeting that creature before the end of the turn.

Improved Damage

One of your eidolon’s attacks is particularly deadly. Choose one of your eidolon’s attacks, not including spells. The damage die for this attack increases by one step (e.g. a 1d6 becomes a 1d8) up to a maximum of 1d12.
    This evolution does not count as modifying an attack for the purposes of applying other evolutions to the same attack.

Improved Health

Your eidolon becomes tougher and able to withstand more damage. The size of your eidolon's hit die increases by one step (e.g. from d6 to d8) up to a maximum of d12. In addition, your eidolon's hit point maximum increases by an amount equal to your summoner level plus one and continues to increase by one more each time you gain a summoner level.
    Each time your eidolon receives this evolution after the first, the cost increases by one evolution point.

Improved Natural Armor

Your eidolon’s natural armor grows thicker, sturdier, and heavier. Your eidolon’s AC now equals 12 + Dex modifier (max 2) + PB. You may choose improve this evolution by spending an additional evolution point to make your eidolon's AC equal 14 + PB.

Mount

Your eidolon is properly trained to serve as a combat mount. An eidolon with this evolution may carry one rider of the same size, up to two riders if they are all at least one size smaller, four riders if they are all at least two sizes smaller, and eight riders if they are all at least three sizes smaller.
    You cannot select this evolution more than once.

Pincers

Your eidolon has a large crushing pincer or simply a powerful grip, giving it a pincer attack from one arm. This attack deals 1d4 bludgeoning damage and has a base range of 5 feet.
An eidolon with this evolution adds their PB twice
(instead of once) to athletics checks made to grapple if
they have hit with a pincer attack on that turn.

Pounce

Your eidolon has an exceptionally long jump. When
your eidolon makes a long jump, it covers a number of
feet up to double its Strength score.
    You cannot select this evolution more than once.

Protective

Your eidolon is instinctually protective of you and your
allies. When a creature within 5 feet of your eidolon is targeted with an attack, your eidolon can use its
reaction to give that creature a +2 bonus to AC until
the beginning of your eidolon's next turn.
    You may spend an additional evolution point to
improve this evolution. If you do so, your eidolon may
impose disadvantage on the triggering attack instead
of granting the AC bonus.

Pull

Your eidolon gains the ability to pull creatures closer when attacking. Choose one of your eidolon’s attacks, not including spells. When your eidolon deals damage with this attack, the targeted creature must make a strength saving throw (DC = 8 + your eidolon’s strength modifier + your proficiency bonus). On a failed save, the creature is pulled to the closest space within 5 feet of your eidolon.
    An attack modified by this evolution may not be modified by any other.

Push

Your eidolon gains the ability to push creatures when attacking. Choose one of your eidolon’s attacks, not including spells. When your eidolon deals damage with this attack, the targeted creature must make a strength saving throw (DC = 8 + your eidolon’s strength modifier + your proficiency bonus). On a failed save, the creature is shoved 5 feet directly away from your eidolon or shoved prone (your choice).
    An attack modified by this evolution may not
be modified by any other.

Reach

One of your eidolon’s attacks has a longer
range. Choose one of your eidolon’s attacks, not
including spells. The range of that attack increases by
5 feet. This evolution can be selected multiple times for the same attack depending on your eidolon’s size. A small or medium eidolon can select this evolution only once for each attack. For each size larger, your eidolon may select this evolution one more time for each attack. If your eidolon's size is reduced, its reach is temporarily reduced to the maximum available for its size (e.g. 10 feet for small/medium, 15 feet for large, etc.)
    This evolution does not count as modifying an attack for the purposes of applying other evolutions to the same attack.

Resistance

Your eidolon is particularly resistant to a specific type of damage. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. Your eidolon gains resistance to that damage type.
    Each time your eidolon receives this evolution after the first, the cost increases by one evolution point.

Scent

Your eidolon’s sense of smell is extremely acute. Your eidolon has advantage on perception checks that rely on smell. In addition, your eidolon automatically detects creatures within 60 feet that have a clear path smell can travel through (e.g. not behind walls or thick doors).
    This evolution does not allow your eidolon to know the exact position of detected creatures, nor how many creatures there are. In addition, creatures cannot be detected this way if they do not produce a smell.
    You cannot select this evolution more than once.

Siege

Your eidolon is adept at destroying and
tearing down walls and structures. Choose
one of your eidolon's attacks, not including spells.
Your eidolon deals double damage to objects and structures with that attack.
    This evolution does not count as modifying an attack for the purposes of applying other evolutions to the same attack.

Size

Your eidolon grows in size. The size of your eidolon increases by one category (e.g. a small eidolon becomes medium). Each time your eidolon receives this evolution after the first, the cost increases by one evolution point.
    When you summon your eidolon, you may make your eidolon smaller than its normal size (to a minimum size of small). This can be reverted when you summon your eidolon again.

Skilled

Your eidolon is particularly talented in a skill. Choose a skill your eidolon is not already proficient in (an eidolon starts with proficiency in athletics by default). Your eidolon is considered proficient in the chosen skill and adds your proficiency bonus to checks made with that skill.

Slam

Your eidolon can deliver devastating blunt attacks through a powerful fist, tentacle, etc. Your eidolon gains a slam attack on one arm. This attack deals 1d6 bludgeoning damage and has a base range of 5 feet.

Slippery

Your eidolon is particularly hard to
hold onto. Your eidolon has advantage
on saving throws and checks to avoid or
escape a grapple.
    You cannot select this evolution more than once.

Speed

Your eidolon becomes faster and more mobile. Choose one of your eidolon's movement speeds (its base speed or any special movement speeds it has). That speed increases by 10 feet.

Sticky

Your eidolon is especially sticky. Creatures have disadvantage on checks made to escape your eidolon’s grapple (but not the initial check to avoid being grappled).
    You cannot select this evolution more than once.

Stinger

Your eidolon has a dangerous barbed stinger or spike, giving it a stinger attack from one arm or tail. This attack deals 1d6 piercing damage and has a base range of 5 feet.

Swim

Your eidolon has webbed hands, feet, or flippers that allow it to swim quickly. Your eidolon gains a swimming speed equal to 30 feet.
    You cannot select this evolution more than once.

Tail Slap

Your eidolon can use its tail to slam into enemies, giving it a tail slap attack from one tail. This attack deals 1d6 bludgeoning damage and has a base range of 5 feet.

Wing Buffet

Your eidolon learns to use its wings to batter foes, giving it a wing attack from its wings. This attack deals 1d6 bludgeoning damage and has a base range of 5 feet.
    You cannot select this evolution more than once.

2-Point Evolutions

The following evolutions cost two evolution points to choose.

Bleed

Your eidolon inflicts deep bleeding wounds. Choose one of your eidolon’s attacks that deals piercing or slashing damage. When your eidolon deals damage with this attack, the targeted creature must make a constitution saving throw (DC = 8 + your eidolon’s strength or dexterity modifier + your proficiency bonus). On a failed save, the creature begins bleeding and takes 1d4 damage of the original damage type at the beginning of each of its turns. A bleeding creature can repeat the saving throw at the end of each of its turns, ending the bleeding effect on a success. A creature cannot be affected by multiple instances of this bleed effect at a time.
    An attack modified by this evolution may not be modified by any other.

Constrict

Your eidolon gains powerful muscles to crush those that it grapples. Choose one of your eidolon’s attacks that has been modified by the grab evolution. When your eidolon successfully grapples an enemy with that attack, it deals additional bludgeoning damage equal to one roll of the attack’s damage die.
    Your eidolon must have the grab evolution to take this evolution. This evolution does not count as modifying an attack for the purposes of applying both the grab and constrict evolutions to the same attack.

Elemental Attacks

One of your eidolon’s attacks becomes infused with elemental energy. Pick one of the following damage types: acid, cold, fire, lightning, or thunder. In addition, choose one of your eidolon’s attacks. That attack deals an addition 1d4 damage of the chosen type.
    You can spend an additional evolution point to increase the damage die for the chosen element by one step (e.g. 1d4 becomes a 1d6) up to a maximum of 1d12.
    An attack modified by this evolution may not be modified by any other.

Evasion

Your eidolon learns to nimbly avoid areas of danger. When your eidolon is subjected to an effect that allows it to make a dexterity saving throw to take only half damage, it instead takes no damage on a success, and only half damage on a failure.
    You cannot select this evolution more than once.

Grab

                                               Your eidolon becomes adept at
                                             grappling foes with an attack.
                                             Choose one of your eidolon’s
                                                  attacks, not including spells.
                                                    When your eidolon hits a
                                                   creature with that attack, it may
                                                 use its bonus action to attempt to
                                             grapple the target creature. An
                                              attack modified by this evolution
                                           may not be modified by any other.

Head

                                      Your eidolon grows an additional head.
                                       Each head can perform up to one
                                      attack during the attack action. Heads
                                  may be given the "bite", "headbutt", and
                                "horns" attack evolutions.
                              In addition, each head after the first grants
                            your eidolon a +1 bonus to perception
                          checks.

Keen Senses

                         Your eidolon’s sense sight and other senses
                             becomes more acute. Your eidolon gains
                             proficiency in perception, allowing it to add
                          your proficiency modifier to checks made with
                      that skill. In addition, your eidolon has
                   advantage on perception checks that rely on sight
                  or smell (your choice).
             You cannot select this evolution more than once.

Legs

         Your eidolon grows an additional pair of legs. Each pair
         of legs can perform up to one attack during the attack
     action. Legs may be given the "claws" and "hooves" attack
  evolutions.
    Legs can represent actual legs or similar body parts that increase your eidolon's mobility. Each pair of legs increases your eidolon’s base speed by 10 feet. Note that you can alternatively take the speed evolution if you do not need the extra pairs of legs for attacks.

Minor Magic

Your eidolon learns to cast a minor spell. Select one second level spell from the sorcerer spell list. Your eidolon can cast this spell once per long rest at second level. Charisma is your eidolon’s casting ability for these spells.
    You may only select this evolution for your eidolon if you have at least one second level spell slot.

Poison Attacks

One of your eidolon’s attacks secretes a toxic venom. Choose one of your eidolon’s attacks, not including spells. When your eidolon hits a creature with that attack, the target creature must make a constitution saving throw (DC = 8 + your eidolon’s constitution modifier + your proficiency bonus). On a failed save, the creature is poisoned. At the end of each of its turns, that creature may repeat the saving throw ending the poisoned condition on a success.
    An attack modified by this evolution may not be modified by any other.

Rend

One of your eidolon’s bleeding attacks becomes particularly devastating. Choose one of your eidolon’s attacks that has been modified by the bleed evolution. That attack now scores a critical hit on a roll of 19 or 20. In addition, on a critical hit, this attack deals two additional damage die (instead of one) when determining damage.

Your eidolon must have the "bleed" evolution to take this evolution. This evolution does not count as modifying an attack for the purposes of applying both the "bleed" and "venomous" evolutions to the same attack.

Saving Throw

Your eidolon becomes skilled at avoiding a certain kind of danger. Your eidolon gains proficiency in a saving throw or your choice (eidolons start with proficiency in constitution and charisma saving throws).

Each time your eidolon receives this evolution after the first, the cost increases by one evolution point.

Stench

Your eidolon develops a stench so overpowering it sickens nearby creatures. Any creature that starts its turn within 5 feet of your eidolon must make a constitution saving throw (DC = 8 + your eidolon’s constitution modifier + your proficiency bonus). On a failed, the creature is poisoned until the beginning of its next turn. On a successful save, the creature is immune to the stench evolution for 24 hours.

You cannot select this evolution more than once.

Tremorsense

Your eidolon becomes attuned to vibrations in the ground. Your eidolon gains tremorsense to a range of 30 feet. You may spend additional EP to increase the range of your eidolon’s tremorsense by 10 feet for each point spent.

Tail

Your eidolon has a long, powerful tail. Your eidolon gains proficiency in acrobatics, allowing it to add your
proficiency modifier to checks made with that skill.
Each tail can perform up to one attack during the
attack action. A tail may be given the "stinger"
and "tail slap" evolutions.

Venomous

Your eidolon’s venom becomes extremely potent.
Choose one of your eidolon’s attacks that has
been modified by the "poison attacks"
evolution. When your eidolon hits an enemy
with that attack, it deals an extra 1d6
poison damage. You can spend additional
EP to increase the damage die for the
chosen element by one step (e.g. 1d6
becomes a 1d8) for each point spent
up to a maximum of 1d12.

Your eidolon must have the poison
attacks evolution to take this
evolution. This evolution does not
count as modifying an attack for the
purposes of applying both the poison
attacks and venomous evolutions to the
same attack.

Weapon Training

Your eidolon gains proficiency in simple weapons. You may spend one additional evolution point to grant your eidolon proficiency in martial weapons as well.

This evolution allows your eidolon to make attacks with weapons they are proficient in. Your eidolon follows the normal rules for wielding weapons and can make up to one attack with each weapon they are wielding as part of multiattack.

You cannot select this evolution more than once.

3-Point Evolutions

The following evolutions cost three evolution points to choose.

Arms

Your eidolon grows an additional pair of arms. Each individual arm can perform up to one attack during the attack action, but each arm requires its own attack evolutions. Arms may be given the "claws", "pincers", "slam", and "stinger" attack evolutions.

Arms can represent actual arms, tentacles, hooked graspers on wing tips, pseudopods, etc. A pair of arms allows an eidolon to grasp objects and wield weapons (with the weapon training evolution).

Blindsight

Your eidolon’s senses of the immediate area become extraordinarily acute. Your eidolon gains blindsight to
a range of 20 feet. You may spend additional
EP to increase the range of your eidolon’s
blindsense by 5 feet for each
point spent.

Breath Weapon

Your eidolon learns to exhale magical energy, granting it a breath weapon from its head. Choose from the acid, cold, fire, lightning, or poison damage types. In addition, choose either a 30-foot cone or 60-foot line. Your eidolon’s breath weapon deals 4d6 damage of the chosen type and takes on the chosen shape. Note that each of your eidolon’s heads can only have one breath weapon.

Once per short rest, your eidolon may use its breath weapon as one of its attacks. Creatures caught in the breath weapon must make a dexterity saving throw (DC = 8 + your eidolon’s constitution modifier + your proficiency bonus). On a successful, save a creature takes only half damage from the breath weapon.

Unlike other attacks, your eidolon’s breath weapon cannot
          be modified by other evolutions. However, you may
               spend additional EP to increase the damage of the
                       breath weapon by 2d6 for each point spent, up
                                                                        to a maximum of
                                                                                   10d6.

Burrow

Your eidolon learns to push through earth with ease. Your eidolon gains a burrow speed of 20 feet.

You cannot select this evolution more than once.

Damage Reduction

Your eidolon's skin, hide, or scales become hard as steel. Bludgeoning, piercing, and slashing damage that your eidolon takes from nonmagical attacks is reduced by 3.

Devil’s Sight

Your eidolon can see normally in darkness, both magical and nonmagical, up to 120 feet. You may spend additional EP to increase the range of your eidolon's devil's sight by 30 feet for each point spent.

Frightening Presence

The mere presence of your eidolon can strike terror in the hearts of its foes. Once per short rest, as a bonus action, your eidolon may force all creatures of its choice within 60 feet to make a wisdom saving throw (DC = 8 + your eidolon’s charisma modifier + your proficiency bonus). On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. When the effect ends for a creature, that creature is immune to your eidolon’s frightful presence for 24 hours.

You cannot select this evolution more than once.

Immunity

    Your eidolon becomes extremely resilient to an element.
    Choose an element your eidolon is resistant to. Your
   eidolon becomes immune to that element.
   Each time your eidolon receives this evolution after the
  first, the cost increases by one evolution point.

Moderate Magic

      Your eidolon learns to cast a spell of moderate power.
          Select one third level spell from the sorcerer spell list.
          Your eidolon can cast this spell once per long rest at
         third level. Charisma is your eidolon’s casting modifier
        for these spells.

  You may only select this evolution for your eidolon if you
      have at least one third level spell slot.

Sacrifice Health

  Your eidolon gains the ability to heal others through the
   sacrifice of its own life force. As an action, your eidolon can
     touch a creature and choose to lose a number of hit points
     up to one less than its current total. The target creature
   regains hit points equal to half of the number sacrificed by
  your eidolon (rounded down).
 You cannot select this evolution more than once.

Swallow Whole

       Your eidolon can swallow enemies either through
      engulfing them in their form like a slime, actually
          swallowing them, or through some other means. When
            you obtain this evolution, choose either bludgeoning or
              acid damage. The chosen damage type is what will be
            dealt to swallowed creatures.

Once per round, your eidolon may replace one of
its attacks with an attempt to swallow a creature
it is grappling. The target creature must be at
least one size smaller than your eidolon. Your
eidolon makes an athletics check contested by either
an athletics or acrobatics check from the target
creature. If your eidolon is successful, the target
creature is swallowed and is no longer grappled. The swallowed creature takes bludgeoning or acid damage (depending on which you chose when taking this
evolution) equal to 1d6 plus your eidolon's constitution modifier, and is considered blinded, restrained, and
behind total cover. At the beginning of each of your
eidolon’s turns, a swallowed creature takes the
bludgeoning or acid damage again.

Your eidolon can only have one creature swallowed
at a time. If your eidolon dies or is banished, the
swallowed creature is no longer restrained and is
prone in one of the spaces your eidolon was
occupying (your choice if there are multiple).

You cannot select this evolution more than once,
and your swallow whole evolution cannot be modified
by other evolutions. However, you may spend additional
EP to increase swallow whole's damage die by one step
(e.g. a 1d6 becomes a 1d8) up to a maximum of 1d12.

Web

Your eidolon gains the ability to spin webs. Once per
short rest, your eidolon may replace one of its attacks
with an attempt to web a creature. To do so, your eidolon makes an attack roll against a creature within 30 feet. On
a hit, the target creature is restrained by webbing.

As an action, a creature restrained by this webbing or adjacent to a restrained creature can make a strength check (DC = 8 + your eidolon’s constitution modifier + your proficiency bonus), bursting the webbing on a success. Fire damage automatically destroys the webbing but deals an equal amount of damage to a restrained creature.

You cannot select this evolution more than once.

Wings

Your eidolon grows powerful wings or otherwise gains the ability to fly. Your eidolon gains a flying speed of 30 feet. A set of wings can perform one attack during the attack action and may be given the "claws" and "wing buffet" attack evolutions.

You cannot select this evolution more than once.

4-Point Evolutions

The following evolutions cost four evolution points to choose.

Legendary Resistance

Your eidolon is incredibly resistant to physical and magical threats. Once per long rest, if your eidolon fails a saving throw, it can choose to succeed instead.

You must be at least level 11 to choose this evolution, and you cannot select this evolution more than once.

Lifesense

Your eidolon can pinpoint living creatures with ease. Your eidolon notices and locates living creatures within 60 feet regardless of cover, invisibility, etc.

You must be at least level 11 to choose this evolution, and you cannot select this evolution more than once.

Major Magic

Your eidolon learns to cast a powerful spell. Select
one fourth level spell from the sorcerer spell list. Your
eidolon can cast this spell once per long rest at fourth level. Charisma is your eidolon’s casting modifier for these spells.

You may only select this evolution for your eidolon if you have at least one fourth level spell slot.

Multiclassing

Prerequisites. To qualify for multiclassing with the Summoner class, you must meet these prerequisites: 13 Charisma.
Proficiencies. When you multiclass into the Summoner class, you gain no proficiencies.
Spell Slots. You add half your Summoner levels (rounded down) for the purposes of determining multiclass spell slots.

Summoner Planar Bonds

Every summoner has a powerful bond with another plane of existence. The magical energies of that plane constitute your eidolon, fuel your magic, and give you and your eidolon different abilities.

Astral Bond

Instead of a particular plane, some summoners bond to the space between planes, known as the astral sea. Eidolons formed from astral power are less spatially constrained, giving them the ability to teleport, banish creatures back to their own plane, and turn ethereal.

Astral Bond Spells

Summoner Level Spells
1st Expeditious Retreat
5th Misty Step
9th Blink
13th Banishment
17th Far Step

Astral Eidolons

Astral eidolons are unlike creatures from any particular plane. Beginning at 1st level, your eidolon's creature type is aberration.

In addition, your eidolon's spatially transient nature gives your eidolon gains the "speed" and "slippery" evolutions as a free evolutions that cannot be removed.

Arcane Shift

At 6th level, your eidolon learns to control its position more closely. Once per short rest, your eidolon may cast misty step as a bonus action.

Space Between

Beginning at 14th level, you eidolon can direct the flow of astral energy between the planes to force creatures back to their home planes. Once per long rest, your eidolon may cast the spell banishment as an action.

Ethereal Form

At 18th level, your eidolon detaches itself more fully from the constraints of physical space. Once per long rest, as an action, your eidolon may gain the benefits of the etherealness spell for up to 10 minutes, requiring its concentration.

Feywild Bond

You have become coupled with the wild and unpredictable magics of the feywild. Your eidolon can channel this magic to disorient and confuse foes, becoming as illusive and deceptive as powerful fey.

Feywild Bond Spells

Summoner Level Spells
1st Disguise Self
5th Suggestion
9th Hypnotic Pattern
13th Confusion
17th Dominate Person

Fey Eidolons

Eidolons infused with feywild magics become like the fey themselves. Beginning at 1st level, your eidolon's creature type is fey.

In addition, your eidolon can channel basic fey magic. Your eidolon gains the "basic magic (disguise self)" and "cantrip (minor illusion)" evolutions as free evolutions that cannot be removed.

Illusion Resistance

Beginning at 6th level, your eidolon is accustomed to the disorienting powers of the feywild, making it easy to resist similar effects. Your eidolon has advantage on wisdom savings throws.

Maddening Presence

Beginning at 10th level, the mere presence of your eidolon can madden its foes. Once per short rest, as a reaction to being targeted by an attack within 5 feet, your eidolon can force the attacker to make a wisdom saving throw (DC = 8 + your eidolon's charisma modifier + your proficiency bonus) before making the attack roll. On a failure, you choose a new target creature for the attack within range of the triggering attack; if there are no creatures in range other than your eidolon, the attacking creature targets your eidolon but has disadvantage on the attack roll.

Domination

At 18th level, your eidolon gains the ability to magically control lesser beings. Once per long rest, as an action, your eidolon may cast the spell dominate person.

Shadowfell Bond

You are attuned to the shadowfell, a plane of
decay and death, that acts as a bleak counterpart
to the material plane. Eidolons formed from darkness
channel the power of death in their attacks and learn to hide themselves in shadow.

Shadowfell Bond Spells

Summoner Level Spells
1st False Life
5th Invisibility
9th Summon Shadowspawn
13th Greater Invisibility
17th Danse Macabre

Shadow Eidolons

Eidolons formed from the shadowfell are connected with the powers of death. Beginning at 1st level, your eidolon's creature type is undead or abberation (your choice).

In addition, your eidolon's dark, shadowy nature makes it resilient to necrotic attacks. Your eidolon gains the "resistance (necrotic)" and "skilled (stealth)" evolutions as free evolutions that cannot be removed.

Dark Offense

Beginning at 6th level, your eidolon's attacks are suffused with shadow magic. Choose one of your eidolon's attacks, this attack deals 1d6 necrotic damage on a hit. This does not count as modifying the attack with an evolution.

In addition, if you choose the "elemental attacks" evolution, you may choose necrotic as the damage type.

Shadowform

Beginning at 14th level, your eidolon can vanish into the shadows. Once per long rest, as an action, your eidolon can cast the greater invisibility spell targeting itself.

Immaterial

At 18th level, your eidolon's form becomes increasingly resistant to physical threats. Your eidolon gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

Elemental Bond

          You have a strong connection to the elemental planes of
       chaos. Your eidolon is formed from these chaotic
       energies and can summon the power of the elements in
      their attacks and abilities.

Elemental Bond Spells

Summoner Level Spells
1st Feather Fall (air), Grease (earth),
Burning Hands (fire),
or Create or Destroy Water (water)
5th Gust of Wind (air), Maximillian's Earthen Grasp (earth), Scorching Rays (fire),
or Rime's Binding Ice (water)
9th Fly (air), Erupting Earth (earth),
Fireball (fire), Tidal Wave (water)
13th Storm Sphere (Air), Stoneshape (Earth),
Wall of Fire (Fire), Control Water (Water)
17th Control Winds (air), Transmute Rock (earth), Flame Strike (fire), or Cone of Cold (water)

Elemental Eidolons

    Your eidolon is formed from raw elemental energy.
   Beginning at 1st level, your eidolon's creature type is
   elemental. In addition, choose either air, earth, fire, or water
  as your eidolon's bonded element, which affects the
  following planar bond features and your bond spells.

Your eidolon's control over the elements gives them the
  "elemental attacks" evolution as a free evolution that cannot
      be removed. The damage type from this feature depends
         on your eidolon's bonded element: lightning (air), acid
         (earth), fire (fire), or cold (water).

Elemental Form

      Beginning at 6th level, your eidolon can manifest its form
     as elemental energy. Your eidolon gains resistance to one
   of the following damage types depending on its bonded
  element: lightning (air), acid (earth), fire (fire), or cold (water).
  In addition, your eidolon can move through a space as
   narrow as 1 inch without squeezing.

Planar Barrier

          At 14th level, your eidolon learns to summon an
         elemental barrier. Once per long rest, as an action, your
      eidolon can cast one of the following spells, depending on
    its bonded element: wind wall (air), wall of sand (earth), wall
   of fire (fire), or wall of water (water).

Chaotic Aura

      At 18th level, your eidolon's chaotic energy erupts in
         response to enemy attacks. When a creature makes an
         attack within 5 feet of your eidolon, you may choose to
             deal 1d6 damage to that creature. The damage type
                depends on your eidolon's bonded element.

Abyssal Bond

Your power is drawn from the dark, chaotic realm of demons, the Abyss. Abyssal eidolons become immune to many of the frailties of mortal creatures and can strike fear into those they face in combat.

Abyssal Bond Spells

Summoner Level Spells
1st Cause Fear
5th Blindness/Deafness
9th Summon Lesser Demon
13th Summon Greater Demon
17th Planar Binding

Abyssal Eidolons

Eidolons born from abyssal darkness are demons in their own right. Beginning at 1st level, your eidolon's creature type is fiend (demon).

The chaotic nature of your eidolon grants it increased damage and resistance to a particular element. Your eidolon gains the "resistance" evolution to resist either cold, fire, or lightning (your choice) and the "improved damage" evolution. These are free evolutions that cannot be removed.

Terrifying Assault

Beginning at 6th level, your eidolon carries a dark presence with its attacks that frightens its foes. When a creature is hit by one of your eidolon's attacks, that creature must make a wisdom saving throw (DC = 8 + your eidolon's charisma modifier + your proficiency bonus). On a failure, that creature is frightened of your eidolon until the beginning of your next turn. On either a successful saving throw, a creature is immune to this feature for 24 hours.

Fiendish Anatomy

Beginning at 14th level, your eidolon's form is increasingly akin to a powerful demon's. Your eidolon gains immunity to poison damage and the poisoned and exhausted conditions.

Demonic Aura

                             At 18th level, the power of your eidolon
                               manifests an aura of despair and fear.
                                  Creatures of your choice within 10 feet of
                                             your eidolon have a penalty to
                                                     saving throws equal to your
                                                              eidolon's charisma
                                                                    modifier.

Celestial Bond

You are blessed as a conduit of heavenly power from the upper realms. Your eidolon is a manifestation of this divine energy and can bless and heal you and your allies.

Celestial Bond Spells

Summoner Level Spells
1st Healing Word
5th Lesser Restoration
9th Mass Healing Word
13th Aura of Life
17th Greater Restoration

Celestial Eidolons

Your eidolon is bestowed with divine power from the upper realms. Beginning at 1st level, your eidolon's creature type is celestial.

Your eidolon is inherently good and selfless, giving it a protective nature. Your eidolon gains the "resistance (radiant)" and "protective" evolutions as free evolutions that cannot be removed.

Healing Touch

At 6th level, your eidolon learns to channel holy energy to heal wounds. As an action, your eidolon can touch a target creature and restore a number of hit points to that creature equal to 1d4 times half your summoner level rounded down. Your eidolon can perform this action a number of times equal to its charisma modifier and regains expended uses after a long rest.

Blessed Presence

Beginning at 14th level, friendly creatures in the presence of your eidolon are blessed with confidence and protection. Once per short rest, your eidolon can cast bless as a bonus action. When cast this way, bless can affect up to 8 creatures within 30 feet of your eidolon and does not require concentration.

Purifying Blessing

Beginning at 18th level, creatures affected by your eidolon's blessed presence feature are immune to the frightened, poisoned, and stunned conditions. In addition, any of these conditions are removed from creatures when they are blessed by that feature.

Mechanus Bond

You are bound to the plane of ultimate order, Mechanus, a place of law and organization that is home to the modron race. Like the modrons, your eidolon takes on a mechanical form and seeks balance above all else.

Mechanus Bond Spells

Summoner Level Spells
1st Protection from Evil and Good
5th Zone of Truth
9th Dispel Magic
13th Summon Construct
17th Greater Restoration

Mechanus Eidolons

Your eidolon is an organized mechanical creature constructed from the lawful energies of mechanus. Beginning at 1st level, your eidolon's creature type is construct.

Your eidolon's mechanical form grants it increased protection and knowledge on a particular subject. Your eidolon gains the "skilled" evolution granting it proficiency in arcana, history, nature, or religion (your choice) and the "improved natural armor" evolution. These are free evolutions that cannot be removed.

Logic Circuits

Beginning at 6th level, your eidolon's dedication to logic gives it advantage on saving throws to resist the effects of enchantment and illusion spells. In addition, your eidolon has advantage on checks to discern illusions, such as when inspecting a creature under the effects of a disguise self spell.

Preserve Balance

Beginning at 14th level, as a creature of order, your eidolon seeks to preserve the balance between the planes and their denizens, regardless of good or evil. Once per long rest, as an action, your eidolon can cast the spell protection from evil and good. When cast this way, the spell may target up to 8 creatures within 30 feet of your eidolon.

Pure Logic

At 18th level, your eidolon becomes a creature of perfect logic and order. Your eidolon is immune to the effects of enchantment, illusion, and transmutation spells. You may choose to allow a spell to affect your eidolon despite this immunity.

In addition, your eidolon can dispel the effects of spells from the above schools of magic by touching the object or creature affected by the spell. The spell must be level four or lower to be dispelled in this manner.

Beastlands Bond

You are attuned to the beastlands, a good-aligned plane full
of intelligent animals and varied landscapes. Your eidolon comes from the natural energies of this plane granting it improved maneuverability and keen senses like beasts of
the wild.

Beastlands Bond Spells

Summoner Level Spells
1st Speak with Animals
5th Summon Beast
9th Conjure Animals
13th Freedom of Movement
17th Commune with Nature

Beastlands Eidolons

Your eidolon is a created from the essence of nature inherent to the beastlands. Beginning at 1st level, your eidolon's
             creature type is beast or celestial (your choice).

               Your eidolon has instinctive prowess from its
                             beast-like nature. Your eidolon gains the
                                     "speed" and scent" evolutions. These
                                                             are free evolutions that
                                                                         cannot be removed.

Land's Stride

Beginning at 6th level, your eidolon is accustomed to a wide variety of rough terrains from its home plane. Moving through nonmagical difficult terrain costs your eidolon no extra movement. Your eidolon can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, your eidolon has advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Loyal Guardian

Beginning at 14th level, your eidolon is aggressively protective of you and your allies. Whenever a creature within 5 feet of your eidolon targets another creature (not your eidolon) with an attack, your eidolon may use its reaction to make an attack of opportunity against the attacking creature.

Bestial Sense

At 18th level, your eidolon's senses become incredibly acute, granting it the following benefits:

  • Creatures within 30 feet are never considered invisible to your eidolon.
  • While your eidolon is not incapacitated or restrained, melee attacks targeting it have disadvantage.

Summoner Spell List

Cantrips

Acid Splash
Blade Ward
Chill Touch
Create Bonfire
Dancing Lights
Fire Bolt
Frostbite
Gust
Infestation
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Shocking Grasp
Thunderclap

1st Level

Absorb Elements
Arms of Hadar
Color Spray
Detect Magic
Disguise Self
Entangle
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Floating Disk
Fog Cloud
Grease
Jump
Longstrider
Mage Armor
Protection from Evil and

Good
Shield
Sleep
Unseen Servant

2nd Level

Alter Self
Blindness/Deafness
Blur
Borrowed Knowledge
Cloud of Daggers

Darkness
Darkvision
Dragon's Breath
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Find Steed
Flock of Familiars
Hold Person
Invisibility
Kinetic Jaunt
Levitate
Maximilian's Earthen Grasp
Mirror Image
Misty Step
Ray of Enfeeblement
Rope Trick
See Invisibility
Spider Climb
Summon Beast
Vortex Warp
Web
Wither and Bloom
Wristpocket

3rd Level

Ashardalon's Stride
Blink
Conjure Animals
Create Food and Water
Erupting Earth
Fly
Gaseous Form
Haste

Hunger of Hadar
Hypnotic Pattern
Life Transference
Magic Circle
Phantom Steed
Protection from Energy
Slow
Spirit Guardians
Spirit Shroud
Stinking Cloud
Summon Fey
Summon Lesser Demon
Summon Shadowspawn
Summon Undead
Thunder Step
Tiny Hut
Water Breathing

4th Level

Banishment
Black Tentacles
Conjure Minor Elemental
Conjure Woodland Beasts
Dimension Door
Elemental Bane
Faithful Hound
Find Greater Steed
Fire Shield

Galder's Speedy Courier
Greater Invisibility
Polymorph
Stoneskin
Summon Aberration
Summon Construct
Summon Elemental
Summon Greater Demon
Watery Sphere

5th Level

Cloudkill
Conjure Elemental
Contact Other Plane
Creation
Far Step
Hold Monster
Infernal Calling
Insect Plague
Planar Binding
Seeming
Skill Empowerment
Summon Celestial
Summon Draconic Spirit
Teleportation Circle

The Summoner

A halfcaster class for those who don't like being lonely. Summon and evolve powerful, awe-inspiring creatures with eight Summoner bonds: Astral, Feywild, Shadowfell, Elemental, Abyssal, Celestial, Mechanus, and Beastlands.

The Witch

Witch

A young human woman, bound to a large stake and standing atop a pile of kindling, is surrounded by scared villagers and angry guardsmen. One of the guards, approaching with a torch ready to set the pile ablaze, stops in his tracks as the woman mutters an incantation under her breath. Head now muddled by the hex, he looks upon the poor, helpless girl and slashes her bindings with his blade. With a smile, the woman uses her now freed hands to whisk herself away with a spell.

A group of warriors fight a large beast with terrible horns and an impenetrable hide. The fight appears to be lost as the creature continues to effortlessly slam the combatants around the battlefield. However, standing behind the warriors, an elf completes his spell causing dark bands of magical energy to restrain the great beast. Rendered almost defenseless, the beast is quickly felled.

Two hill giants loom over a elderly gnomish woman. As they debate whether the small woman is even worth it as a snack, the gnome conjures a wave of psychic energy rattling their weak minds. Thoroughly disoriented, the two giants begin brawling each other as the woman continues on her way.

Witches are powerful casters who glean power from ancient, mysterious sources, such as natural forces or obscure concepts. Through their connection to these sources, they gain their ability to create spells. Expert in controlling the weak-minded, witches tend to use their magic to subtly manipulate their way through obstacles and curse any who dare stand in their way.

Strange Devotion

Some gain power through study, some through worship, others through blood, but the witch gains power through communion with the strange and unknown. Dedicating themselves to a force of nature, a vaguely understood power, or even an intangible concept, witches draw their magic from the target of their devotion. Depending on the witch, these powers may be granted by an unknown being, or simply fueled by the forces of nature and magic around them. Witches learn to use their powers to curse those who oppress them, often giving them a reputation of both mystery and terror.

Feared Hexers

Due to their oft feared nature, witches sometimes hide their magic and strange devotion to coexist in society or live on the edge of civilization to more freely explore their power. Some may even choose to move from place to place in an effort to gain a greater understanding of their abilities.

For their own mysterious purposes, witches sometimes choose to seek out adventure, using their magical powers to curse and debilitate those who get in the way of them and their allies. While many are disinclined to trust witches, their spells and hexes will prove to be a great boon to any adventuring party as their enemies falter and break before them.

Creating a Witch

The first question to consider when creating your witch is what is the target of your devotion? For witches, these are typically forces of nature, such as weather or sickness, or intangible concepts, such as fate or finality. Look ahead at covens for ideas. For example, a witch dedicated to the powers of decay and rot, could thematically fit into the coven of the spreading plague. In addition, consider why you initially dedicated yourself to this particular force?

How did the onset of your powers affect your place in society? Were you ostracized or attacked or did you keep your powers hidden to not draw unneeded attention? On the other hand, maybe people viewed your magic with some wariness but otherwise appreciated its benefits?

Lastly, consider what caused you to set off on adventure. For instance, many witches move place to place to avoid persecution from suspicious villages and groups. Some witches simply seek out greater understanding of the target of their devotion through experience. Whatever the case, determine why you have decided to travel with an adventuring group.

Quick Build

You can make a witch quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution or Dexterity. Second, choose the hermit background. Third choose the toll the dead, minor illusion, and dancing lights
cantrips.

The Witch Table
Level Proficiency
Bonus
Features Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Hex (1/short), Spellcasting 3 2
2nd +2 Witch's Familiar 3 3
3rd +2 Coven, Witchcraft 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Coven Feature 4 4 3 3
7th +3 Hex Option 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Coven Feature, Hex (2/short) 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Coven Feature 5 4 3 3 3 2 1 1
15th +5 Hex Option 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Coven Feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Curse of the Occult 5 4 3 3 3 3 2 2 1 1

Class Features

As a Witch, you gain the following class features:

Hit Points


  • Hit Dice: 1d6 per witch level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: Herbalism kit or a set of Artisan's tools, likely connected to or used in your witch magic and rituals.

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Animal Handling, Arcana, Deception, Intimidation, Insight, Nature, Perception and Religion

Equipment

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

  • Any simple weapon and two daggers
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) An herbalism kit or (b) the set of artisan's tools you chose proficiency in

Spellcasting

Beginning at 1st level, your strong devotion to some force grants you the ability to cast spells.

Cantrips

At 1st level, you know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Preparing and Casting Spells

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

You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires some time in contemplation of the forces that fuel your magic: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your witch spells. 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 witch 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 witch spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

        You can use an arcane focus as a spellcasting focus for
                 your witch spells.

Hex

Beginning at 1st level, you use your magical ability to manipulate your foes. You gain two hexes of your choice from the following list. You may choose another hex from the list at levels 7 and 15.

As a bonus action, you may target a creature that you can see and afflict them with a hex. When you do so, you choose one of your available hexes and the target suffers the effects. Maintaining a hex on a creature requires your concentration and lasts up to 24 hours, during which time you cannot concentrate on any other spell.

If a hexed creature drops to 0 hit points within the first minute of your hex's duration, you may use your bonus action on a subsequent turn within that minute to transfer the hex to another creature you can see for the remaining hex duration.

You may use hex once before completing a long or short rest. Beginning at 10th level, you may use two hexes before completing a short or long rest.

Hex List

  • Hex of Agony. You curse your target with intense suffering and pain. When the target creature takes damage, you may use your reaction to deal additional necrotic damage equal to your witch level plus your wisdom modifier.
  • Hex of Desire. You make yourself appear enticing and attractive to your target. The target creature must make a wisdom saving throw against your spell save DC. On a failure, they are charmed by you until the hex ends or you harm them. On a success, they are immune to this hex for 24 hours and your use of hex is not expended.
  • Hex of Envy. You conjure intense feelings of jealousy in your target, causing them to deeply desire everything you have and everything you experience. When you take damage, you may use your reaction to deal necrotic damage equal to half of the triggering damage (rounded down) to the target creature.
  • Hex of Fear. Your target sees you as a horrific being made of their worst nightmares. The target creature must make a wisdom saving throw against your spell save DC. On a failure, they are frightened. On a success, they are
                 immune to this hex for 24 hours and your
                        use of hex is not expended.
  • Hex of Guilt. You make yourself appear pitiful and harmless to your target, causing them severe guilt when they attack you. The target creature has disadvantage on attack rolls against you.
  • Hex of Hatred. An immense feeling of hatred towards you wells up in your target, making it difficult for them to focus on anything else. The target creature has disadvantage on attack rolls against any creature other than you, but gains advantage on attack rolls targeting you.
  • Hex of Indolence. You bog down your enemies mind and body with fatigue. The target creature's movement speed is reduced by half.
  • Hex of Pride. You instill a sense of overconfidence in your target causing them to lower their defenses. The target creature suffers a reduction to their AC equal to half of your wisdom modifier (rounded up).
  • Hex of Sorrow. Your target becomes weighed down with feelings of despair. The target creature suffers a penalty to attack rolls equal to half of your wisdom modifier (rounded up).
  • Hex of Wrath. Your target's mind is flooded with staggering rage. Choose intelligence, wisdom, or charisma. The target creature has disadvantage on saving throws of the chosen type.

Witch's Familiar

Witches develop a close relationship with a familiar spirit and use it to bestow their hexes on unfortunate individuals. Beginning at level 2, you gain the service of a familiar that is born from the force that you have devoted yourself to. Your familiar is a spirit that takes the form of a small creature of your choice. The creature type of your familiar is either celestial, fey, or fiend (your choice).

You summon your familiar in a ritual that takes one minute to perform causing it to appear in a spot within 30 feet of you. As in the find familiar spell, you can communicate with it telepathically within 100 feet, you can use your action to see and hear through its senses until the start of your next turn, and you can dismiss and resummon your familiar to and from a pocket dimension as an action. Your familiar has an AC of 10, 1 hit point, and a walking and flying speed of 30 feet, regardless of its chosen appearance. Your familiar acts on your initiative count, but cannot attack. Your familiar is automatically dismissed when it drops to 0 hit points or when you choose to dismiss it as a bonus action.

Your familiar may use its action to perform a hex in your place on a creature it can see, allowing you to concentrate on other spells. This expends one of your uses of hex and requires your familiar to maintain concentration. If your familiar is dismissed while maintaining concentration on a hex, the hex immediately ends.

Coven

At 3rd level, you begin to acquire distinct magical powers from the chosen focus of your dedication. Witches that dedicate themselves to similar forces are grouped into "covens". Some witches form loose connections with others in their coven, but many choose to remain fully independent instead. The coven you choose grants you features at levels 3, 6, 10, 14, and 18.

In addition, you gain spells according to your chosen coven at the appropriate witch levels. Each of these spells counts as a witch spell for you. These spells are always prepared and do not count against the number of spells you can prepare.

Witchcraft

Beginning at 3rd level, you imbue otherwise ordinary objects of your creation with your magical power. Using an object that you have created (using your artisan's tools, herbalism kit, etc.) you may select a witch spell and perform a ritual that takes 1 minute per spell level for the chosen spell. The ritual requires any material components the selected spell has and expends a spell slot of the spell's level or higher.

Upon completion of the ritual, the object is imbued with the magic of the chosen spell and is considered a magical item. You choose what triggers the magic to be cast; the object casts the spell either upon being touched or when a creature passes within a certain distance of it (maximum range of 30 feet). Other triggers are possible at your DM's discretion. You can exempt creatures of your choice from triggering the object when you perform the ritual. Alternatively, you (or friendly creatures of your choice) can choose to cast the spell from the object at any time as an action. Once an imbued object casts its spell, it cannot be triggered again until at least 24 hours have passed.

Spells that require concentration, when triggered from an imbued object, still require concentration as the object draws from your magical connection. If you are concentrating on another spell when your object is triggered, its effects still occur but last only until the following round on the initiative count it was activated.

You may have one object imbued with a witch spell at a time. Imbuing another object causes the original to lose its magic. You can also remove the magic from your imbued object through a ritual that takes 1 minute to perform.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Curse of the Occult

Beginning at 20th level, your hexes become exceptionally powerful and impairing. When you use your bonus action to target a creature with a hex, choose two of your hexes instead of one. Both hexes affect the target creature.

Multiclassing

Prerequisites. To qualify for multiclassing with the Witch class, you must meet these prerequisites: 13 Wisdom.
Proficiencies. When you multiclass into the Witch class, you gain the following proficiencies: Simple weapons.
Spell Slots. You add all your witch levels for the purposes of determining multiclass spell slots.

Witch Covens

A coven represents a group of witches that devote themselves to similar ideals and forces. Some witches form loose connections with others in their coven, but many choose to remain fully independent instead. The members of a coven collectively dedicate themselves to the same force and gain peculiar powers through their devotion.

Coven of the
Flickering Flame

While this coven may have a somewhat unassuming name, it is unwise to underestimate the destructive power of witches that revere the flame. In many lands, reviled witches had been put to the pyre out of fear and hate. Witches of the flickering flame reverse this devastating power of fire and harness it against those who would seek their destruction.

The moniker "flickering flame" is a reminder of how easily life can be snuffed, like a candle's wick.

Flame Coven Spells

Witch Level Spells
3rd Burning Hands, Hellish Rebuke,
Scorching Ray, Continual Flame
5th Fireball, Melf's Minute Meteors
7th Fire Shield, Wall of Fire
9th Flame Strike, Immolation

Charred Flesh

                                          Seeking justice for the burned
                                     witches of old, you turn the powers of
                                flame against your enemies. Beginning at
                                 3rd level, you learn the fire bolt cantrip
                                which does not count against your number
                                of cantrips known.

Flame's Embrace

                                At 6th level, you learn to embrace the
                              warmth of flame. You gain resistance to
                              fire damage.

                             In addition, you may choose to ignore a
                                 creature's resistance to fire damage
                                when casting a spell or using a witch
                                  feature.

Burning Stake

                                Beginning at 10th level, the stake is no
                          longer a tool for burning witches, but instead
                          your foes. Once per long rest, when you hex a
                         creature, you may cause a pillar of fiery energy
                          to engulf them and confine them with magical
                        bands as part of the same bonus action. The
                target must make a strength saving throw against
             your spell save DC. On a failure, the target is
    restrained and takes 1d6 fire damage for every witch level
  you have. On a success, the target is not restrained and takes only half damage. A restrained creature may use its action to make a strength check against your spell save DC. On a success, the creature is no longer restrained.

Regardless of the result of the saving throw, the target creature's initial location burns with terrible flame for the next minute. A creature that ends its turn on a burning space takes 4d6 fire damage.

Vengeful Flame

Beginning at 14th level, flames of revenge grow bright within you, granting you the following benefits:

  • As a reaction to taking damage from a creature, you
    can deal fire damage equal to your witch level plus
    double your wisdom modifier to the triggering
    creature.
  • While you are hexing a creature, you treat their fire immunity as resistance that cannot be bypassed
    further.

Witch's Pyre

Beginning at 18th level, none can escape the terrifying wrath of your flame. When you use the "burning stake" feature, all creatures of your choice within 10 feet of the targeted creature take 8d6 fire damage and must make a wisdom saving throw. On a failed save, that creature is stunned until the end of your next turn and frightened of you for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened condition early on a success.

Coven of the
Spreading Plague

Fascinated with the powers of sickness and poison,
witches of the plague coven are amongst the most
reviled and feared. Like the flame coven, plague
witches can be vengeful but prefer to enact their plans
in more subtle ways. A witch seeking revenge on a village might seed infestation or plague amongst the villagers and allow the virulent diseases that result to run their course.

Of course, not every plague witch has such dark intents. Many with power over sickness choose instead to purify
and cure those afflicted with disease.

Plague Coven Spells

Witch Level Spells
3rd Detect Poison and Disease, Ray of Sickness
Blindness/Deafness, Ray of Enfeeblement
5th Protection from Poison, Stinking Cloud
7th Aura of Purity, Blight
9th Cloudkill, Contagion

Infection Vector

At 3rd level, you learn to summon small parasites as a means to seed infection and disease. You learn the infestation cantrip which does not count against your number of cantrips known.

Infectious Flow

Beginning at 6th level, your understanding of plague allows you to protect yourself against poisons and disease as well as make them more potent to your enemies. You gain resistance to poison damage and immunity to being diseased.

In addition, you may choose to ignore resistance to poison damage when you cast a spell or use a witch feature.

Sickening Magic

Beginning at 10th level, you infuse your spells with particularly virulent magical poison. This grants you the following benefits:

  • Whenever you hit a creature with a spell that deals poison or necrotic damage, they must make a constitution saving throw against your spell save DC (creatures you are hexing automatically fail). On a failure, they are poisoned until the end of your next turn.
  • If a creature fails a saving throw against one of your spells that deals poison or necrotic damage, they are poisoned until the end of your next turn.

Plagued Soul

Beginning at 14th level, your plagues and poisons have ascended beyond afflicting flesh alone. Your poison magic can wear away at anything from inorganic material to a creature's very soul, allowing you to poison creatures such as constructs or undead who would typically be unaffected. You gain the following benefits:

  • While you are hexing a creature, you
    treat their poison immunity as resistance that
    cannot be bypassed further, and you can poison them even if they are immune to the poisoned condition.
  • You are immune to disease, poison damage, and the poisoned condition.

Virulence

At 18th level, you learn to magically spread plague from one creature to the next. You may use your bonus action to attempt to spread the poisoned condition or a disease that currently afflicts one creature to another.

To do so, choose two creatures that you can see within 60 feet. One of the creatures must be poisoned or afflicted by a disease. The other creature must make a constitution saving throw against your spell save DC. On a failed save, the creature is now poisoned or diseased by the same effect that afflicted the original creature.

Coven of the
Encroaching Storm

Witches belonging to the coven of the encroaching storm have developed an intimate connection with weather itself, learning to create and direct storms. As storm witches grow in power, they can exert control over the weather in a wide area. Particularly strong members of the coven have been known to prevent the movement of armies with heavy storms and to lock down ships with freezing sleet. On the other hand, towns and villages on the good side of storm witches can expect pleasant days and just enough rainfall for their crops.

Mimicking storms' volatile natures, these witches often have tempestuous personalities. Those that interact with them learn to stay on their good side or keep their distance.

Storm Coven Spells

Witch Level Spells
3rd Fog Cloud, Thunderwave,
Dust Devil, Gust of Wind
5th Call Lightning, Sleet Storm
7th Ice Storm, Storm Sphere
9th Control Winds, Freedom of the Winds

Stormclap

At 3rd level, your fledgling abilities over weather allow you to rapidly alter air pressure in a small area, creating a thunderous clap. You learn the Thunderclap cantrip which does not count against your number of cantrips known.

Direct the Storm

Beginning at 6th level, you learn to direct the weather in the surrounding area. Once per long rest, you can cause the effects of the spell Control Weather. As long as you maintain concentration on this effect, you can sustain these effects indefinitely, during which time you cannot concentrate on spells. The range and effects depend on your witch level:

  • Levels 6-10. 100 foot range,
    change current temperature/wind/
    precipitation by one stage.
  • Levels 11-16. 1000 foot range, change current temperature/wind/precipitation by up to two stages.
  • Levels 17-20. 5 mile range, choose any temperature/wind/precipitation stage.

If you use this feature to alter weather that has been created by magic, you must make a wisdom check with a DC equal to the spellcasting ability score of the creature that created the weather. On a success, you alter the weather as intended. On a failure, the magical weather remains as before.

In addition, you can choose to be unaffected by storm coven spells (including thunderclap) that you cast.

Stormy Presence

Beginning at level 10, storms permeate your being causing lightning to crackle from your body especially in tense situations. When you are hit by an attack within 5 feet, the attacking creature must make a dexterity saving throw against your spell save DC (creatures you are hexing automatically fail). On a failure, the creature takes lightning damage equal to 1d6 times half your witch level (rounded down). On a success, the creature takes no damage.

Windborne

Beginning at 14th level, your control over the winds becomes so precise you can lift yourself or others as if you were flying. You gain a flying speed equal to 30 feet. In addition, you can choose to temporarily lose your flying speed to grant it to another creature of your choice that you can see.

Thunderous Strike

Beginning at level 18, your inner lightning crackles with extreme force. When a foe is damaged by your stormy presence feature, they are knocked back 20 feet from you and become prone.

Coven of the
Verdant Woodlands

The coven of verdant woodlands has a mixed reputation. More so than the other covens, woodlands witches tend to be more peaceful or at least reclusive when it comes to outsiders. Most often, these witches focus their efforts and powers towards maintaining their corner of nature. However, those that dare harm the land or beasts under the protection of a witch will face their unbridled wrath.

Woodlands Coven Spells

Witch Level Spells
3rd Entangle, Speak with Animals,
Locate Animals or Plants, Spike Growth
5th Plant Growth, Speak with Plants
7th Conjure Woodland Beings,
Guardian of Nature
9th Commune with Nature, Wrath of Nature

Forest Guardian

Beginning at 3rd level, you harness the power of the wilds to empower your witch's familiar, which becomes a forest guardian. This creature takes the general appearance of a beast that inhabits the land around your home, but also has features that clearly mark it as a creature made from magic, such as shadowy tendrils that emanate from its body or similar unnatural qualities. It's friendly to you and your companions and it obeys your commands. The game statistics of your familiar are replaced by the Forest Guardian stat block, which uses your proficiency bonus (PB) in several places. You summon, dismiss, communicate with, and share the senses of your guardian in the same way as a witch's familiar.

In combat, the guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action or a hex as described in the "witch's familiar" feature, unless you take a bonus action on your turn to command it to take another action.

Land's Stride

Beginning at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Chilling Beast

Beginning at 10th level, your forest guardian emanates an aura of fear and doubt in its attacks. When a creature is hit by your guardian's wicked claws attack, it has disadvantage on attack rolls until the beginning of its next turn.


Forest Guardian

Medium, Chaotic Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 2 + your Wisdom modifier + 5 times your witch level (the guardian has a number of hit dice [d8s] equal to your witch level)
  • Speed 40 ft., fly 30 ft.

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

  • Saving Throws Dex +2 plus PB, Con +2 plus PB
  • Skills Athletics +1 plus PB, Acrobatics +2 plus PB, Perception +0 plus PB
  • Damage Resistances necrotic
  • Senses darkvision 60 ft., passive perception 10 + PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Actions

Wicked Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 + PB necrotic damage.

Hex. Your forest guardian can perform a hex on a creature it can see, expending one of your uses of hex and requiring its concentration to maintain.

Reactions

Guardian's Retaliation. When a creature within 5 feet makes an attack roll or casts a spell, the guardian can use its reaction to make a wicked claws attack against that creature.

Wild Blood

Beginning at 14th level, your form becomes infused with the pure and chaotic energies of the wild. You gain immunity to poison and disease.

In addition, once per short rest, as a bonus action, you can choose to draw the ambient energies of the land into yourself to recover hp equal to your witch level plus double your wisdom modifier.

Horrid Beast

Beginning at level 18, the mere presence of your forest guardian empowers your magic and chills even the most fearless foes of the wild. You gain the following benefits:

  • Creatures within 5 feet of your forest guardian are considered frightened by it, even if they are immune to the frightened condition.
  • You have advantage on attack rolls against creatures frightened by your guardian. Similarly, those creatures have disadvantage on saving throws to resist spells
    you cast.

Coven of
Uncertain Destiny

Many diviners hold fate in the highest regard and see struggling against destiny as fruitless and unwise. However, witches of the destiny coven view fate as a tool to be manipulated and controlled. This coven seeks understanding of what is to come through their magic and divination, because they believe that gaining a deeper understanding of a creature's destiny grants the power to change it.

Often these witches offer their fortune reading services with the tantalizing promise that everyone's destiny is malleable; only fools would ignore the opportunity to tweak it in their favor.

Destiny Coven Spells

Witch Level Spells
3rd Bless, Gift of Alacrity,
Augury, Fortune's Favor
5th Clairvoyance, Dispel Magic
7th Death Ward, Divination
9th Commune, Contact Other Plane

Tweak Fate

Beginning at 3rd level, you gain the ability to subtly alter the consequences of a creature's actions. You learn the guidance cantrip which does not count against your number of cantrips known.

Twisted Portent

At 6th level, you learn to glimpse the future and then twist it to your liking. When you finish a long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these reshaped fate rolls. You may
do so immediately after the roll has been made,
demonstrating your ability to twist fate that
would have otherwise occurred.

If you replace the roll of a creature you are
hexing, you may reroll the twisted portent die
and use either the original or new result.

Each reshaped fate roll can be used
only once. When you finish a long
          rest, you lose any unused
                         fate rolls.

Fated Death

At 10th level, your powers over fate have grown to the point you can cheat death. Once per long rest, when you or a creature of your choice that you can see within 30 feet would die as a result of failing a death saving throw (including due to taking damage while at 0 hit points), you may allow that creature to roll an additional death saving throw and take the new result. If the new result is a success, the creature regains one hit point.

Altering one's fated death has its consequences, however, and you gain one level of exhaustion. This exhaustion can only be removed through the greater restoration spell or by making a wisdom saving throw (DC 20) whenever you complete a long rest. On a success, you remove one level of exhaustion gained from this feature.

Visions

Beginning at 14th level, dabbling with future and fate has granted you dreams of what is to come. When you complete a long rest, you may ask one question about a goal, event, or activity to occur within 7 days and the DM offers a truthful reply in the form of a short description of the anticipated event.

For example, if you ask about an upcoming confrontation with an enemy, you may receive a glimpse of the fight giving you hints about the enemy's abilities and tactics as well as where you might encounter them.

Weaver of Fate's Strings

At 18th level, you learn to see, pull, cut, and weave the strings of fate that pull everyone towards their uncertain destinies. You roll two d20s for your twisted portent feature, rather than one, when you take a long rest.

In addition, you roll one d20 when you finish a short
rest and add it to your current pool of reshaped fate
rolls. You may have up to three reshaped
  fate rolls stored
     at any time.

Coven of the
Looming End

Death is the ultimate end, a destiny to be accepted and embraced. Respect for death is a core principle for witches of the coven of the looming end. These witches believe that one's death is a sacred event, one that should not be delayed beyond its natural time nor hurried along. Their great cognizance of death grants witches of the coven the ability to wield the powers of life and death to harm foes and heal allies. However, beseeching the powers of death to delay or reverse one's death is something that must be undertaken with only the utmost solemnity, and only when you firmly believe it was not their time to pass on.

This does not mean that this coven will not slay their enemies. In fact, many of these witches see death as the natural and unavoidable consequence for crossing them.
If someone gets in their way, it must have been their
                                                   foreordained time to
                                                                perish.

Looming End Coven Spells

Witch Level Spells
3rd Cause Fear, False Life,
Gentle Repose, Wither and Bloom
5th Animate Dead, Revivify
7th Blight, Aura of Life
9th Danse Macabre, Enervation

Touch of Death

At 3rd level, you begin to grasp the magic of necromancy and death. You learn the chill touch cantrip which does not count against your number of cantrips known.

Reap Life

Beginning at 6th level, your attunement to death allows you to draw lifeforce from those who meet their end. As a reaction, whenever a hostile creature within 30 feet of you dies, you may choose to gain a number of temporary hit points equal to your witch level or the creature's hit point maximum (whichever is lower). You gain double the temporary hit points if you were hexing the creature when it died.

You cannot use this feature to gain temporary hit points
  from constructs or undead.

Deathly Visions

            At 10th level, you learn to conjure omens of death to
           assault the minds of your opponents. When you hex a
          creature, you can choose to force that creature to make
        a wisdom saving throw against your spell save DC. On a
          failed save, the creature is stunned and frightened as
       they suffer visions of their own death. A creature may
     repeat the saving throw at the end of each of their turns,
     ending the effect on a success.

Spirit Walk

         Beginning at 14th level, you can magically manipulate
        bodies and souls. Once per long rest, as an action, you
     can shed your mortal form to become incorporeal and
    invisible. While in this form, you can move in any direction,
    pass through solid objects, and are resistant to nonmagical
   damage, but you cannot perform actions, bonus actions, or
   reactions. You remain in this form for up to one minute or
  until you use your action to end the effect.

In addition, while you are hexing a creature, your spells
       and features can frighten them even if they are immune
         to the frightened condition.

Harbinger of the End

  Beginning at 18th level, your magic brings the fear of death
   and mortality to your foes, granting you the following
benefits:

  • When you use your deathly visions feature, a creature is paralyzed instead of stunned.
  • Once per round, when you deal necrotic damage to a hostile creature, you regain a number of hit points equal to half the damage dealt and the creature is frightened of you until the
       end of your next turn.

Witch Spell List

Cantrips
  • Blade Ward
  • Chill Touch
  • Create Bonfire
  • Dancing Lights
  • Druidcraft
  • Eldritch Blast
  • Friends
  • Frostbite
  • Guidance
  • Infestation
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
1st Level
  • Animal Friendship
  • Bane
  • Cause Fear
  • Charm Person
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Distort Value
  • Goodberry
  • Healing Word
  • Hellish Rebuke
  • Hex
  • Identify
  • Inflict Wounds
  • Illusory Script
  • Mage Armor
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Tasha's Caustic Brew
  • Tasha's Hideous Laughter
  • Witch Bolt
2nd Level
  • Augury
  • Blindness/Deafness
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Enthrall
  • Flock of Familiars
  • Gentle Repose
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Pass without Trace
  • Ray of Enfeeblement
  • Spider Climb
  • Suggestion
  • Tasha's Mind Whip
  • Wither and Bloom
3rd Level
  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Hypnotic Pattern
  • Incite Greed
  • Life Transference
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Nondetection
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Shroud
  • Summon Fey
  • Summon Lesser Demon
  • Summon Shadowspawn
  • Summon Undead
  • Tiny Hut
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elemental
  • Conjure Woodland Beings
  • Death Ward
  • Dimension Door
  • Elemental Bane
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Polymorph
  • Raulothim's Psychic Lance
  • Shadow of Moil
  • Summon Aberration
  • Summon Elemental
  • Summon Greater Demon
5th Level
  • Animate Objects
  • Awaken
  • Cloudkill
  • Commune with Nature
  • Contact Other Plane
  • Contagion
  • Danse Macabre
  • Dispel Evil and Good
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Geas
  • Greater Restoration
  • Hold Monster
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Raise Dead
  • Scrying
  • Seeming
  • Synaptic Static
  • Teleportation Circle
6th Level
  • Arcane Gate
  • Circle of Death
  • Conjure Fey
  • Create Undead
  • Eyebite
  • Flesh to Stone
  • Forbiddance
  • Harm
  • Heal
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Otto's Irresistible Dance
  • Soul Cage
  • Summon Fiend
  • Tasha's Otherworldly Guise
  • True Seeing
  • Wind Walk
7th Level
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Magnificent Mansion
  • Mirage Arcane
  • Plane Shift
  • Power Word Pain
  • Project Image
  • Regenerate
  • Resurrection
  • Simulacrum
  • Teleport
  • Tether Essence
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Maddening Darkness
  • Power Word Stun
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Power Word Kill
  • Psychic Scream
  • True Polymorph
  • True Resurrection
  • Weird

The Witch

A fullcaster class for those who just wish they could curse someone from time to time. Draw from ancient powers and hex your foes with six witch covens: the Flickering Flame, Spreading Plague, Encroaching Storm, Verdant Woodlands, Uncertain Destiny, and Looming End.

Art Credits:
Page 92: Ember by Pathfinder - WotR
Page 94: Witch Wallpaper - Unattributed
Page 96: Witch by Francisco Perianez
Page 97: Plague by Tira-Owl
Page 98: Lightning Witch by Celine Vu
Page 100: Augur of Autumn by Billy Christian
Page 101: Kjelle the Night Mother by IreEthereal
Page 103: Enchantress by Julia Kovalyova

See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder.

The Wildshifter

Wildshifter

A tribal elf stands perched on a branch in the cover of night, above the sight of the passing soldiers. The elf's eyes shift into pure dark orbs to more sharpely survey the scene below. Finally, the elf spots his target, the company's captain atop his horse. Waiting for the perfect moment, the elf grows brutal talons and leaps down at the captain with deadly intent.
    Surrounded on all sides by the invading ogres, a dwarf warrior starts to grow in size. In a moment, where the dwarf was just standing is now a massive cave bear with a deadly scorpion stinger. In a blink, the stinger-tipped tail of the creature lashes out, stabbing into the closest ogre, and the beast's clawed paws slash mightily into the next.
    Patrolling the sky, a silent owl observes the plains below. Confident any danger is far off, the owl lands, settling back down with its companions as it partially shifts back into its normal human form, but retains its quiet owl-like feathers and sharp talons just in case.
    Shapeshifting into wild beasts to accomplish their aims, wildshifters are versatile warriors of the wild. They call upon the powers and abilities of the beasts of the land to strengthen themselves, whether to protect themselves, allies, or nature itself or to seek vengeance on threats plaguing the land. In this way, wildshifters become avatars of nature's strength, cunning, and adaptability.

Wild Bond

Wildshifters develop close bonds with particular beasts of the wild, drawing upon their natural essence to integrate their power into themselves. They revere nature and beasts and often belong to the ancient traditions of the druidic circles.
    Compared to druids, wildshifters develop a greater ability to intricately shapeshift, either partially or completely, into creatures they have bonded with, but lack the ability to produce spells. Powerful wildshifters gain great control over their shapeshifting, allowing them to take on the aspects of multiple creatures at once and even change their own appearance at will.

Guardian of Nature

On rare occasion within the druidic circles, an individual's spiritual union with nature does not manifest spellcasting ability, but instead in a more powerful mastery of shapeshifting. These individuals, known as wildshifters, often
act as the frontline against threats to the circle and the delicate balance of nature.
    Although wildshifters are frequently beholden to
sacred sites or regions of hallowed nature, when a
major threat to the land arises, they are eager to set out
and join forces with others to quell the danger. They
serve an adventuring party as a powerful and versatile
close-combat warrior, able to scout, protect their allies, or
harass enemies depending on the creatures they develop
a bond with.

Creating a Wildshifter

When making a wildshifter, the most important question to ask is how you gained your shapeshifting ability? Were you blessed by a diety of the Old Faith as a child? Or were you raised by animals, during which time you learned to magically copy them? Maybe you were born to a druidic circle that sees a wildshifter born once a generation?
    Consider as well your connection to and relationship with nature. Many wildshifters see nature as holy land that should be protected. Do you think the same or do you instead see the powers of nature as something to be used for your own benefit? Perhaps you are concerned with the relationship between civilization and untamed nature and seek to be a peacekeeper to maintain balance between the two?
    A final question to consider is why you set off as an adventurer. Did malevolent destruction fall upon sacred nature you were sworn to defend, leading you to seek revenge? Or perhaps your druidic circle detected a great evil arising and you have been sent to learn more and quell it if possible? Maybe you even disagreed with some of the practices of your fellows and decided to strike out on your own?

Quick Build

You can make a wildshifter quickly by following these suggestions. First, make either strength or dexterity your highest ability score, followed by wisdom. Second, choose the outlander background. Third, choose
dexterous, enduring, and perceptive
(flight) as your starting wild
aspects.

The Wildshifter Table
Level Proficiency
Bonus
Features Natural Weapon Die Wild Aspects
1st +2 Natural Weapons, Wild Aspect, Druidic 1d4 3
2nd +2 Natural Armor, Wildshifter Circle 1d4 3
3rd +2 Wild Form, Nature's Empathy 1d4 4
4th +2 Ability Score Improvement 1d4 4
5th +3 Extra Attack, Chimeric Form (2) 1d6 5
6th +3 Circle Feature, Druidic Claws 1d6 5
7th +3 Evasion 1d6 6
8th +3 Ability Score Improvement, Land's Stride 1d6 6
9th +4 Chimeric Form (3) 1d6 7
10th +4 Circle Feature 1d6 7
11th +4 Feral Fury 1d8 8
12th +4 Ability Score Improvement 1d8 8
13th +5 Chimeric Form (4) 1d8 9
14th +5 Circle Feature 1d8 9
15th +5 Thousand Faces 1d8 10
16th +5 Ability Score Improvement 1d8 10
17th +6 Chimeric Form (5) 1d10 11
18th +6 Timeless Body 1d10 11
19th +6 Ability Score Improvement 1d10 12
20th +6 Avatar of the Wilds 1d10 12

Class Features

As a Wildshifter, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per wildshifter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per wildshifter level after 1st.

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, scimitars
  • Tools: None

  • Saving Throws: Dexterity, Strength
  • Skills: Choose two skills from Athletics, Acrobatics, Nature, Animal Handling, Perception, and Survival

Equipment

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

  • (a) a scimitar or (b) any simple melee weapon
  • (a) leather armor or (b) hide armor
  • an explorer's pack and four javelins

Natural Weapons

As a bonus action, you can magically shapeshift weapons inspired by beasts for use in combat, such as claws, horns, or fangs. These weapons have the following properties:

  • The weapons count as natural melee weapons with the finesse property, with which you are proficient.
  • The weapons deal 1d4 bludgeoning, piercing, or slashing damage (your choice when you shapeshift). This die changes as you gain wildshifter levels, as shown in the Natural Weapon Die column of the Wildshifter table.

On your turn, when you attack with natural weapons, including those gained by racial features, you can make one more attack with those weapons as a bonus action.

Wild Aspect

As a wildshifter, you develop a close connection with certain beasts of the wild and gain the ability to magically shift your form to partially imitate theirs. At 1st level, choose three aspects (see the Wild Aspects section) and one bonded animal that corresponds to each. You gain additional wild aspects according to the Wildshifter table.
     As a bonus action, you can choose one of your aspects, partially shapeshift into the corresponding bonded creature, and gain the benefits of that aspect's minor form, replacing any current aspects. When you do so, you simultaneously change your natural wildshifter weapons to one appropriate to your new form. This transformation can include growing horns, scales, fur, long teeth, or other features of your bonded creature's appearance that you choose.

You may shapeshift a number of times between short or long rests equal to your wisdom modifier (minimum of once). You can revert to your normal form as a bonus action without expending a use of your shapeshifting. Also, once you have access to major forms (see the Wild Form feature), you can choose to drop the major form while retaining the minor form benefits in this same manner.

Natural vs Metal Armor

Like druids, wildshifters will not wear armor made of metal. The manufactured nature of metal armors inhibits a wildshifter's ability to transform into their animal aspects. While wearing metal armor, you cannot benefit from your aspects' minor or major forms.
    Armors derived from plant or animal material, such as leather or hide, are useful to wildshifters as they can be integrated into an aspect's major form without difficulty. You can benefit from your aspects' forms and the AC granted by these armors at the same time.

Druidic

You know Druidic, the secret language of the druidic circles. 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.

Natural Armor

Beginning at 2nd level, your shapeshifting allows you to improve your natural defenses, granting yourself beast-like hide or scales. While you are not wearing any armor, your armor class equals 10 + your dexterity modifier + your wisdom modifier.

Wildshifter Circle

At 2nd level, you choose to identify with one of the druidic circles. Although, as a wildshifter, the benefits you gain from that association affect you differently. Your choice grants you features at 2nd, 6th, 10th, and 14th level.

Wild Form

At 3rd level, you learn to fully shapeshift into a beast. When you use the wild aspect feature to shift into one of your wild aspects, you may choose to transform into your bonded creature, gaining the benefits of the aspect's major and minor forms. The following rules apply to your shapeshifted form:

  • You retain your own statistics (including hit points and the ability to speak), except for those noted below and in the specific aspect description.
  • Your appearance changes to that of your bonded creature, and your creature type becomes beast.
  • You may change your size by up to one step from your normal size, unless stated otherwise for the specific aspect.
  • You cannot cast spells or wield weapons/shields. You can continue to use your natural weapons and unarmed strikes.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Armors derived from plant or animal material can easily be integrated into your shapeshifted form, granting you the benefits of the armor while in your new form.
Optional Rule: Druidic Wild Shape

You can instead shapeshift into an animal that you have seen before but do not have the wild aspect for. When you do so, you must follow the same rules as the Wild Shape feature from the Druid class, including but not limited to: level limitations for the types of creatures you can shapeshift into (using your wildshifter level for required druid levels), the duration of your transformation, and your game statistics in your new form.
    However, there are a few differences: You do not replace your hit points with that of the new form (instead retaining your original hit point pool), transforming in this way requires expending one of your uses of shapeshifting, and you retain the use of your wildshifter features.

Nature's Empathy

Beginning at 3rd level, your attunement to wild beasts makes you more adept at interacting with the creatures of nature. You have advantage on skill checks involving interactions with beasts. If a beast is one of your wild aspects (or is closely related at your DM's discretion), you automatically add double your proficiency bonus to those checks regardless of your normal proficiencies.
    In addition, while you are shapeshifted into the major form of a creature, you can communicate with that kind of beast as if you shared a language.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
    Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Chimeric Form

At 5th level, you learn to draw upon two of your wild aspects at a time. When you shapeshift into one of your wild aspects, you may choose one of your other wild aspects and gain the benefits of its minor form as well, influencing your shapeshifted appearance in minor ways.

As you gain levels, you learn to integrate more wild aspects into your form. You may choose total of two additional minor forms at 9th level, three at 13th level, and four at 17th level.

Druidic Claws

Beginning at 6th level, your natural wildshifter weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
    In addition, you gain a bonus to damage dealt with your natural wildshifter weapons equal to half your wisdom modifier (rounded up).

Evasion

Beginning at 7th level, your malleable form helps you avoid area effects, such as a dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Land's Stride

Beginning at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have
advantage on saving throws against plants that are
magically created or manipulated to impede
movement, such as those creature by the entangle spell.

Feral Fury

Beginning at 11th level, you take inspiration from the feral techniques used by your favored beasts. When you take the attack action with natural weapons on your turn, you may choose to attack wildly. When you do so, you may attack two additional times with your attack action, but you have disadvantage on all attack rolls until the end of your turn.

Thousand Faces

At 15th level, your shapeshifting ability becomes far more versatile. You gain the ability to change your appearance at will, as a bonus action.
    Your altered appearance must have the same basic arrangement of limbs and be roughly the same size as your current form. Performing this feature does not require expending a use of shapeshifting.

Timeless Body

Beginning at 18th level, the primal magic that permeates your being causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Avatar of the Wilds

At 20th level, you effortlessly draw upon your wild aspects at a moment's notice. As a bonus action, you may switch one of your current minor forms for another minor form from one of your wild aspects, without expending a use of shapeshifting.

In addition, you can now choose a total of five additional minor forms as part of the chimeric form feature.

Multiclassing

Prerequisites. To qualify for multiclassing with the Wildshifter class, you must meet these prerequisites:
13 Wisdom and 13 Dexterity.
Proficiencies. When you multiclass into the Wildshifter class, you gain the following proficiencies:
Simple weapons, scimitars, light
armor, medium armor.

Wild Aspects

A wildshifter forms bonds with a select few creatures, allowing the wildshifter to transform into those creatures and gain their attributes for themselves. These bonds are known as wild aspects, each of which grants unique capabilities to the wildshifters that use them.

Acrobatic Aspect

Example Creatures: Lizards, Ibexes, Monkeys
The acrobatic aspect is one of swift, graceful movement, granting the ability to dart and scurry with an astounding agility and balance.

Minor Form

You have advantage on athletics checks made to climb and acrobatics checks.

Major Form

Your speed increases by 10 feet, and you gain a climb speed equal to your base speed. In addition, a number of times between short rests equal to your wisdom modifier (minimum of once), you can take the dodge action as a bonus action.

Agile Aspect

Example Creatures: Cheetahs, Lizards, Snakes
Those with the aspect of agility are lethal foes who strike unexpectedly with deadly effect, while avoiding opportune strikes made in return.

Minor Form

Opportunity attacks against you are made with disadvantage, and you make opportunity attacks with advantage.

Major Form

You gain a climb speed equal to your base speed. In addition, a number of times per short rest equal to your wisdom modifier, when you hit a creature with a melee attack, you may force that creature to make a constitution saving throw (DC = 8 + your proficiency bonus + your wisdom modifier). On a failure, that creature is stunned until the end of your next turn.

Ambusher Aspect

Example Creatures: Raptors, Wildcats, Wolves
The ambusher is an agile hunter, adept at racing from ambush to deliver grievous wounds.

Minor Form

You gain a bonus to initiative rolls equal to your wisdom modifier.

Major Form

Your speed increases by 10 feet. In addition, once on your turn, when you attack a creature that has not yet had a turn in combat, you deal damage equal to double your wisdom modifier on a hit.

Aquatic Aspect

Example Creatures: Dolphins, Fish, Whales
The aquatic aspect imparts clever mastery of the seas.

Minor Form

You gain a swim speed equal to your base speed, and can hold your breath for 10 minutes before being at risk of drowning.

Major Form

Your normal speed is replaced by a swim speed of 50 feet. You can breathe underwater indefinitely.
    Beginning at 15th level, you gain blindsense with a range of 15 feet.

Behemoth Aspect

Example Creatures: Elephants, Giraffes, Rhinos
Behemoths are symbols of immense size and power.

Minor Form

Your size increases by one step. In addition, you gain a bonus to athletics checks made to shove other creatures and to resist being grappled or shoved equal to your wisdom modifier.

Major Form

Your size is large or huge (your choice). On your turn, if you move at least 10 feet straight towards a creature and hit it with your next attack, that creature is automatically knocked prone if it is smaller than you. In addition, you have a +2 bonus to damage rolls against prone creatures with your melee attacks.

Charismatic Aspect

Example Creatures: Chameleons, Peafowl, Dart Frogs
Some creatures exert their presence with spectacular colors and charisma, making themselves impossible to ignore.

Minor Form

You gain a +2 bonus to your charisma score. In addition, you gain a bonus to performance checks involving creatures that see you equal to your wisdom modifier.

Major Form

You have advantage on performance checks. In addition, once per round, you can replace one of your attacks with a dazzling display to distract a creature that can see you within 30 feet. When you do so, you make a performance check and your target makes a wisdom check. If your check is higher, the target has disadvantage on attack rolls until the beginning of your next turn.

Climbing Aspect

Example Creatures: Foxes, Monkeys, Spiders
The aspect of the climber imparts cunning mobility and manual agility.

Minor Form

You gain a climb speed equal to your base speed.

Major Form

You gain a climb speed of 50 feet. In addition, a number of times between short rests equal to your wisdom modifier (minimum of once), you can take the disengage action as a bonus action.

Crawler Aspect

Example Creatures: Ants, Roaches, Spiders
Those with the bug aspect are unperturbed by difficult terrain, tight conditions, and darkness.

Minor Form

You ignore difficult terrain, and cannot be stuck or restrained in webs.

Beginning at 15th level, you gain tremorsense with a range of 15 feet.

Major Form

Your available sizes for this form additionally include diminutive or tiny. You gain a climb speed equal to your base speed and darkvision to a range of 60 feet. You are not considered squeezing when moving through a space large enough for a creature one size smaller than you.

In addition, while you are not moving, you have a bonus to stealth checks equal to your wisdom modifier.

Darting (Flight) Aspect

Example Creatures: Bats, Dragonflies, Hummingbirds
The aspect of the darting flight offers the ability to make quick, subtly effective attacks at foes.

Minor Form

If you entered the reach of a creature on your turn, you may freely leave that creature's reach without provoking an attack of opportunity.

Major Form

You gain a flight speed of 40 feet that can be used for a number of minutes equal to your wisdom modifier between short or long rests. In addition, if you move at least 30 feet on your turn, you gain a +2 bonus to AC until the beginning of your next turn.

Beginning at 10th level, you can fly indefinitely in this form.

Dexterous Aspect

 Example Creatures: Cats, Deer, Wolves
 Those with the aspect of dexterity are a powerful, yet
    graceful hunters, avoiding predators and taking down prey
    with ruthless efficiency.

Minor Form

     You gain a +2 bonus to your dexterity score.

Major Form

            Your speed increases by 10 feet, and you gain a bonus
                to stealth checks equal to your wisdom modifier.

Electric Aspect

                Example Creatures: Catfish, Eels, Rays
             The aspect of electricity imparts the ability to charge
               attacks with electricity and move in water
               effortlessly.

Minor Form

                   Your melee attacks with natural weapons deal an
                     additional 1 point of lightning damage. This
                     damage increases to 1d4 at 7th level, 1d6 at 13th
                    level, and 1d8 at 17th level.

Major Form

                       Your normal speed is replaced by a swim speed
                         of 30 feet. You can breathe underwater
                        indefinitely. In addition, when you are hit by a
                          melee attack within 5 feet, your attacker
                            automatically takes the lightning damage
                             from the minor form.

Enduring Aspect

Example Creatures: Bears, Goats, Gorillas
The aspect of constitution invokes a juggernaut of tireless endurance and furious power. Those who take this aspect are known for surviving severe wounds and delivering punishing blows in return.

Minor Form

You gain a +2 bonus to your constitution score. This increases your current hit points and hit point maximum by an amount equal to your current level. If you lose the benefits of this minor form, your current hit points and hit point maximum decrease by the same amount.

Major Form

You reduce any bludgeoning, piercing, and slashing damage by an amount equal to your wisdom modifier. In addition, you can reroll the damage die for melee attacks you make, but you must use the new result when you do so.

Furious Aspect

Example Creatures: Bears, Boars, Woverines
Many creatures of the wild demonstrate a fury unknown to the civilized world. These creatures are known for their single-minded and undistracted focus on their prey.

Minor Form

At the beginning of your turn, you may choose to grant yourself advantage on your attacks. If you do so, attacks targeting you have advantage until the beginning of your next turn.

Major Form

                   Creatures you hit with a melee attack have
                              disadvantage on attack rolls against you
                                        until the beginning of you next turn.
                                                

Grappler Aspect

Example Creatures: Crocodiles, Gorillas, Scorpions
Those with the grappler aspect are adept at latching onto their foes to prevent escape.

Minor Form

You have advantage on athletics checks made to grapple.

Major Form

You gain a bonus to ability checks made to grapple or avoid/escape being grappled equal to your wisdom modifier. In addition, you can attempt to grapple creatures up to two sizes larger than you.

Grappler (Aquatic) Aspect

Example Creatures: Crustaceans, Jellyfish, Octopi
Those with the acquatic grappler aspect are adept at grasping onto their foes in water.

Minor Form

You have advantage on athletics checks made to grapple.

Major Form

You gain a swim speed of 30 feet. You can breathe underwater indefinitely. In addition, you gain a bonus to ability checks made to grapple or avoid/escape being grappled equal to your wisdom modifier.

Hunter Aspect

Example Creatures: Bears, Snakes, Wolves
The hunter aspect grants mastery over tracking and stalking creatures and the powerful ability to finish off wounded prey.

Minor Form

You have advantage on smell-based perception checks.

Major Form

Your walking speed increases by 10 feet. In addition, you
  have advantage on attack rolls made against
   targets that are missing at least half of
                                      their hit points.

Hunter (Aquatic) Aspect

Example Creatures: Dolphins, Sharks, Seals
The aquatic hunter aspect grants mastery over underwater pursuits and the powerful ability to track and kill wounded prey.

Minor Form

You gain the ability to detect injured creatures within 120 feet by scent. When a creature missing at least one hit point is within 120 feet of you, you are aware of their presence but do not know their exact location or exactly what creature they are.

Major Form

Your walking speed is replaced by a swim speed of 30 feet. You can breathe underwater indefinitely.

In addition, you have advantage on attack rolls made against targets that are missing at least half of their hit points.

Intelligent Aspect

Example Creatures: Dogs, Monkeys, Pigs
Those with this aspect are cunning hunters, able to use their wits to overcome foes.

Minor Form

You gain a +2 bonus to your intelligence score. You have a bonus to either arcana, history, nature, or religion (chosen when you gain this aspect) equal to your wisdom modifier.

Major Form

Once per short rest, when you are hit by an attack, you may use your reaction to force the triggering creature to reroll the attack.

Jumping Aspect

Example Creatures: Frogs, Kangaroos, Rabbits
The aspect of the jumping grants great mobility in leaping through the air.

Minor Form

You have advantage on acrobatics checks. In addition, your standing and running long jump covers a distance equal to twice your strength score. Similarly, your standing and running high jump clears a distance equal to 6 + double your strength modifier. In this form, jumping costs only one foot of movement for every two feet you travel.

Major Form

You may use your bonus action to disengage by leaping away from your opponents, moving yourself a distance less than or equal to your standing jump in any direction.

Lunging Aspect

Example Creatures: Mantises, Scorpions, Snakes
The aspect of the mantis imparts uncanny patience and unsettling speed in their lunging attacks.

Minor Form

The reach of your melee attacks increases by 5 feet.

Major Form

You gain a bonus to initiative rolls equal to your wisdom modifier. In addition, you have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.

Lurking Aspect

Example Creatures: Crabs, Crocodiles, Water Snakes
Those with the aspect of lurking is skilled at hiding, especially in water, and striking at unsuspecting targets.

Minor Form

You have advantage on attacks targeting creatures that have not yet had a turn in combat.

Major Form

You gain a swim speed of 30 feet. Once per round, when you hit a creature with a melee attack, you may attempt to grapple that creature as part of that attack.

Miniscule Aspect

Example Creatures: Mice, Roaches, Snakes
The miniscule aspect offers the ability to gain access to hard-to-reach places while avoiding many attacks and effects.

Minor Form

You have advantage on dexterity saving throws.

Major Form

Your size is fine, diminutive, or tiny (your choice) and you gain a climb speed equal to your base speed. In addition, your minute size grants you a bonus to AC and dexterity saving throws equal to your wisdom modifier. However, your natural weapon attacks only deal half their normal damage while in this form.

Nocturnal Aspect

Example Creatures: Cheetahs, Raccoons, Wolves
The nocturnal aspect imparts mastery over night. Those who take this aspect become adept at stalking under the cover of darkness.

Minor Form

You gain darkvision with a range of 60 feet if you do not already have darkvision; otherwise, the range of your darkvision increases by 30 feet.
    Beginning at 15th level, you gain blindsense with a range of 15 feet.

Major Form

You have advantage on stealth checks while in dim light or darkness. In addition, when make a melee attack with advantage on your turn, you deal extra damage equal to your wisdom modifier on a hit.

Nocturnal (Flight) Aspect

Example Creatures: Bats, Nightingales, Owls
The aspect of the nocturnal flier imparts mastery over darkness and the night. Those who take this aspect become adept at stalking in darkness from the air.

Minor Form

You gain darkvision with a range of 60 feet if you do not already have darkvision; otherwise, the range of your darkvision increases by 30 feet.
    Beginning at 15th level, you gain blindsense with a range of 15 feet.

Major Form

You gain a flight speed of 30 feet that can be used for a number of minutes equal to your wisdom modifier between short or long rests. In addition, when you target a creature with a melee attack on your turn, you do not provoke opportunity attacks from that creature by moving out of their reach until the end of your turn.
    Beginning at 10th level, you can fly indefinitely in this form.

Opportunistic Aspect

          Example Creatures: Crocodiles, Scorpions, Spiders
       The aspect of the opportunist invokes shockingly
   threatening attacks against those that dare approach.

Minor Form

Other creatures provoke an opportunity attack from you when they enter your reach.

Major Form

You make opportunity attacks with advantage. Your melee attacks with natural weapons deal an additional 1 point of damage (poison or the original damage type, your choice). This damage increases to 1d4 at 7th level, 1d6 at 13th level, and 1d8 at 17th level.

Beginning at 15th level, you gain tremorsense with a range of 15 feet.

Pack Aspect

Example Creatures: Hyenas, Lions, Wolves
Pack hunters are magnetic predators, intimidating to their foes, inspiring to their allies, and expert in cooperating to bring down their prey.

Minor Form

You have an intense, commanding visage granting you a bonus to intimidation and persuasion checks equal to your wisdom modifier.

Major Form

When you and an allied creature are within five feet of the same creature, you both have advantage on attack rolls against that creature.

Perceptive Aspect

Example Creatures: Cheetahs, Deer, Goats
Those with the aspect of perception are rarely caught unaware, able to spot both predator and prey alike with ease.

Minor Form

You have advantage on sight-based perception checks.

Major Form

Your base speed increases by 10 feet, you gain a bonus to sight-based perception checks equal to your wisdom modifier, and you cannot be surprised.

Perceptive (Flight) Aspect

Example Creatures: Eagles, Hawks, Owls
Those with the perceptive flight aspect have powerful senses to hunt down even the most elusive prey.

Minor Form

                            You have advantage on sight-based
                          perception checks.

Major Form

                      You gain a flight speed of 30 feet that can be
                  used for a number of minutes equal to your
                 wisdom modifier between short or long rests. In
                addition, you gain a bonus to sight-based perception
                 checks equal to your wisdom modifier.

             Beginning at 10th level, you can fly indefinitely
                     in this form.

Powerful Aspect

                        Example Creatures: Bulls, Hippos, Rhinos
                     Those with the aspect of power are fierce
                   chargers and are adept at trampling their foes.

Minor Form

               You gain a +2 bonus to your strength score.

Major Form

                 If you move at least 10 feet straight towards a
                    creature on your turn, you have advantage on your
                    next attack roll against that creature before your
                 turn ends. If that attack hits, you deal bonus
             damage equal to double your wisdom modifier.

Resilient Aspect

     Example Creatures: Crustaceans, Rhinos, Turtles
    Master of defense, these creatures embody hardiness
     and protection.

Minor Form

  You gain a +1 bonus to AC.

Major Form

Your shape changes to that of your bonded creature. Your size is medium or large (your choice) and you gain an additional +1 bonus to AC.

In addition, at the beginning of your turn, you may use your bonus action to take a defensive posture. When you do so, attacks targeting you are made with disadvantage, but your speed is reduced to 0.

Stealth Aspect

Example Creatures: Snakes, Spiders, Tigers
The aspect of stealth imparts unmatched furtiveness. Those who master this aspect hunt and take down their prey without ever being noticed.

Minor Form

You have advantage on stealth checks.

Major Form

You have a bonus to stealth checks equal to your wisdom modifier. In addition, your first hit against a surprised creature deals additional damage equal to half your wildshifter level (rounded down) plus your wisdom
modifier.

Stealth (Flight) Aspect

Example Creatures: Bats, Moths, Owls
The aspect of flying stealth is one of silence and patience. This predator glides through the night unheard, striking with unseen attacks.

Minor Form

You have advantage on stealth checks.

Major Form

You gain darkvision to a range of 60 feet and a flight speed of 30 feet that can be used for a number of minutes equal to your wisdom modifier between short or long rests. In addition, your first hit against a surprised creature deals additional damage equal to four times your wisdom modifier.

Beginning at 10th level, you can fly indefinitely in this form.

Stubborn Aspect

Example Creatures: Badgers, Boars, Mules
Those with this aspect are famously stubborn, refusing to fall from grievous wounds.

Minor Form

When reduced to 0 hit points, you may choose to gain a level of exhaustion instead of falling unconscious. If you choose to do so, you do not fall unconscious from having 0 hit points until the end of your next turn.

Major Form

Your speed increases by 10 feet. In addition, when you enter this form, you gain temporary hit points equal to your wildshifter level plus your wisdom modifier. You may only gain these hit points once between short or long rests. If you complete a short or long rest in this form, you immediately regain the temporary hit points.

Swift Aspect

Example Creatures: Cheetahs, Horses, Wildebeests
The aspect of speed grants increased maneuverability
and swift movement that is difficult
to counter.

Minor Form

Your speed increases
by 10 feet.

Major Form

Your speed increases by an additional 10 feet. If you move at least 20 feet in a straight line on your turn, creature have disadvantage on attack rolls against you until the beginning of your next turn.

Wise Aspect

Example Creatures: Tortoises, Turtles, Elephants
Those with the aspect of wisdom demonstrate unerring patience and mental endurance.

Minor Form

You gain a +2 bonus to your wisdom score.

Major Form

You have advantage on intelligence, wisdom, and charisma saving throws. In addition, once per long rest, when you fail one of these saving throws, you may choose to succeed instead.

Venomous Aspect

Example Creatures: Platypuses, Snakes, Spiders
Venomous creatures debilitate their prey with poisoned attacks, weakening them before the kill.

Minor Form

Your melee attacks with natural weapons deal an additional 1 point of poison damage. This damage increases to 1d4 at 7th level, 1d6 at 13th level, and 1d8 at 17th level.

Major Form

When you hit a creature with a melee attack, they must make a constitution saving throw (DC = 8 + your proficiency bonus + your wisdom modifier). On a failed save, a creature is poisoned and may repeat the saving throw at the end of each of their turns, ending the effect on a success. On a successful save, a creature is immune to
this poison for 24 hours.

Wildshifter Circles

Alongside their more magically-gifted druidic counterparts, wildshifters are organized into the same circles that share viewpoints on the natural world. Wildshifters often act as the muscle for these circles, being the frontline against threats to the circle and the nature they defend.

Circle of the Moon

Due to the circle of the moon's proclivity towards transformation and shapeshifting, wildshifters are more common in this circle than any other. Moon wildshifters have elaborate control over their wild aspects allowing them to combine and benefit from more aspects at once.

More strongly attuned to their animalistic side than others, wildshifters from the circle of the moon tend to be more reclusive from society, often spending weeks or months prowling and scouting their lands for threats.

Animal Bond

At 2nd level, your close spiritual bond with the beasts of the wild grants you an additional wild aspect.

Recuperating Shift

Beginning at 6th level, you are able to mend some of your wounds through your shapeshifting. When you use your bonus action to shift forms, you restore an amount of hit points equal to one roll of your natural weapon die. You may do this a number of times between long rests equal to your wisdom modifier (minimum of once).

Greater Chimera

Beginning at 10th level, when you use the chimeric form feature to benefit from multiple minor forms, you may choose one additional minor form to benefit from.

At 20th level, with the "Avatar of the Wilds" feature, you benefit from a total of six of your minor forms at once.

True Chimera

Beginning at 14th level, you draw up on the greater powers of two beasts at once combining them into a true amalgamation of their appearance and abilities.

When you use your bonus action to shapeshift into one of your wild aspects, you may choose one of your bonus minor forms granted by the chimeric form feature. You benefit from the major form of the chosen aspect in addition to the wild aspect you are shapeshifting into, effectively granting you two major forms at once. Your shape changes to become a bizarre combination of the two aspects and you take on the size of whichever major form is larger (if applicable).

Circle of Spores

Wildshifters of the circle of spores are physically bound to
the powers of decay and the cycle of life and death. Their shapeshifting extends not only to animal forms, but also
the ability to generate deadly spores.

Those that would violate the sacred cycle of life and
death by unnaturally avoiding their final rest or seeking to replace life with undeath, risk facing the lethal, life-
draining power of these wildshifters.

Halo of Spores

Beginning at 2nd level, you passively generate invisible spores from your form that you can unleash on unsuspecting targets. When a creature you can see moves to within 10 feet of you or starts its turn there, you can use your reaction to deal necrotic damage equal to one roll of your natural weapon die plus your wisdom modifier to that creature unless it succeeds on a constitution saving throw (DC = 8 + your proficiency bonus + your wisdom modifier).

Siphoning Infestation

Beginning at 6th level, your spores draw the life energy of your targets into yourself. When you use the halo of spores feature to damage a creature, you gain a number of temporary hit points equal to the necrotic damage dealt.

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you can begin to exude spores in a 15-ft radius around yourself. The center of the affected area remains on you as you move and lasts for up to one minute or until you dismiss the spores as a bonus action.

Whenever a creature moves into the affected area or starts its turn there, that creature takes your halo of spores damage unless that creature succeeds on a constitution saving throw (DC = 8 + your proficiency bonus + your wisdom modifier) or you choose to exempt that creature. A creature cannot take this damage more than once per turn.

While the cube of spores persists, you cannot use your halo of spores reaction.

Fungal Body

Beginning at 14th level, your shapeshifted form is as much spore as it is a living creature. While shapeshifted using the wild form feature, you cannot be blinded, deafened, frightened, or poisoned, and you
have immunity to poison
damage.

Circle of the Land

Members of the circle of the land have a deep connection to the lands in which they were born, granting them a powerful connection to the ambient magics of nature. Even wildshifters in the circle develop spellcasting to augment their shapeshifting.

Wildshifters of this circle are devoted protectors of their homelands, working with their fellow druids and wildshifters to safeguard communities that follow the Old Faith.

Wildshifter of the Land Spellcasting
Wildshifter
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
2nd 2 3 2
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

At 2nd level, you draw upon your connection to the land in which you became a wildshifter to cast spells. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark.

Cantrips

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

Spell Slots

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

Spells Known of 1st Level and Higher

At 2nd level, you know three 1st-level druid spells of your choice.

The Spells Known column of the Circle of the Land Wildshifter Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level. At 7th, 13th, and 19th levels, your new spell must come from the druid circle of the land spell list associated with your chosen land.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots. If you are replacing the spell learned at 7th, 13th, or 19th levels, the new spell must come from the spell list associated with your chosen land.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells. 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

Beast Magic

At 6th level, you learn to produce magic while in a beast form. You can cast your druid spells even while fully shapeshifted into one of your wild aspects.

Nature's Ward

Beginning at 10th level, you have advantage on saving throws to avoid being charmed or frightened, and you are immune to poison and disease.

Nature's Sanctuary

Beginning at 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Circle of Stars

 Like sailors who relied on the stars of the night sky to navigate their way across vast waters, wildshifters of the stars likewise embark on epic journeys using the guidance of constellations.

Members of this circle revere the stars and the knowledge that their patterns bring to light. While druids of the circle focus their efforts on tracking these patterns to glean knowledge, wildshifters are called on journeys by the influence of starlight where they are led to greater wisdom through the experiences they have. When their journeys are complete, wildshifters return to the circle and the insight they gained is correlated with the patterns of the sky to gather all knowledge into one congruous whole.

Starry Form

At 2nd level, you gain the ability to harness constellations' powers to alter your form. Once per long rest, when you use your bonus action to shapeshift into a new form, you may choose to take on a starry version of the wild aspect.

       Your starry form has the same statistics as your
          shapeshifted form, but your body becomes luminous;
           your joints glimmer like stars and glowing lines
              connect them as on a star chart. This form sheds
               bright light in a 10-foot radius and dim light for an
               additional 10 feet. In addition, while in this form, you
                 may choose to deal radiant damage with your
                   natural melee weapons. The starry form ends after
                   10 minutes, reverting to the non-starry version of
                your current form. Alternatively, the form ends early
          if you dismiss it (no action required) or shapeshift into
            a new form.

        Whenever you assume your starry form, choose which
            of the following constellations glimmers on your body:

  • Pegasus. A constellation of a pure, winged horse appears on you. While in this form, you may use your bonus action to restore a number of hit points equal to one roll of natural weapon die plus your wisdom modifier. You may do this a number of times equal to your wisdom modifier (minimum
    of once).
  • Scorpius. A constellation of a vicious scorpion appears on you. While in this form, creatures that move to a location inside your reach provoke an opportunity attack from you (regardless of whether or not that creature began its movement inside your reach).
  • Ursa. A constellations of a great bear appears on you. When you enter this form, you gain a number of temporary hit points equal to your wildshifter level plus your wisdom modifier.

Light the Path

 Beginning at 6th level, you connection to the firmament guides you on your journeys. You gain the following benefits:

  • You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
  • You have advantage on survival checks to follow tracks/paths, navigate wilderness, orient yourself when lost, and similar challenges related to finding your way.

Twinkling Constellations

At 10th level, the constellations of your starry form improve in the following ways:

  • Ursa. This constellation now grants a number of temporary hit points equal to your wildshifter level plus double your wisdom modifier.
  • Scorpius. This constellation grants you one additional reaction each round that can only be used to make an opportunity attack.
  • Pegasus. This constellation now heals an amount equal to two rolls of your natural weapon die plus your wisdom modifier.

Full of Stars

Beginning at 14th level, you become partially incorporeal while in your starry form. While using your starry form, you have resistance to bludgeoning, piercing, and slashing damage.

Circle of Wildfire

Wildfire wildshifters are agents of destructive power to clear the way for new creation and life. Their circle understands that destruction is a necessary prerequisite for the creation of new life and is part of the natural cycle of the living world.

These wildshifters can transform into fiery beasts, destroying and incinerating threats to their land, whether it be diseased life, biological debris, or unnatural beings, to allow for the healthy renewal of nature.

Fiery Form

At 2nd level, you learn to harness the power of fire in your shapeshifting. Once per long rest, when you use your bonus action to shapeshift into a new form, you may choose to take on a fiery version of the wild aspect.

Your fiery form has the same statistics as your intended shapeshifted form, but you emanate fire, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, while in this form, you may choose to deal fire damage with your natural melee weapons. The form ends after 10 minutes, reverting to the normal version of your current form. Alternatively, the form ends early if you dismiss it (no action required) or shapeshift into a new form.

    While in this form, whenever you are hit with an attack
               within 5 feet, the attacking creature takes
                       fire damage equal to one roll of
                              your natural weapon die.

Soul of Fire

Beginning at 6th level, you learn to produce fiery attacks regardless of your current form. When you hit a creature with a natural weapon attack, you may choose to deal fire damage or your normal damage type.

In addition, you gain resistance to fire damage, and your attacks ignore resistance to fire damage.

Consuming Flame

Beginning at 10th level, your fire consumes the forms of the dead to bestow new life. While in your fiery form, when a small or larger creature dies within 10 feet, you may choose to incinerate its body as a reaction. When you do so, you heal a number of hit points equal to two rolls of your natural weapon die plus your wisdom modifier.

You may do this a number of times equal to your wisdom modifier (minimum of once) between long rests.

Incinerating Blaze

At 14th level, your fire grows ever hotter and more
powerful. Whenever you deal fire damage with
                  your natural weapons, you add
                        1d6 to the damage dealt.

Circle of Dreams

The circle of dreams has close ties with the Feywild and good-aligned Fey. The goals of the circle center on filling the world with dreamy wonder where the wounded can find healing and the weary can find rest. However, such a world is impossible while the wicked are allowed to roam, and so the wildshifters of the circle are charged with finding and rooting out these sources of evil.

Agent of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You become a source of fey energy that can disrupt and disorient evildoers.

When you touch a creature, whether through a melee attack or otherwise, you may use your reaction to force that creature to make a wisdom saving throw (DC = 8 + your proficiency bonus + your wisdom modifier). On a failed save, the creature is disoriented by dreamy visions and is blinded until the end of your next turn. You may do this a number of times between long rests equal to your wisdom modifier (minimum of once).

Fey Cunning

                At 6th level, the fey power within you makes you
             more naturally resistant to manipulation and cloaks
       you in disorienting energy, granting you the following
    benefits:

  • You have advantage on saving throws to resist being charmed or frightened.
  • You gain a bonus to stealth checks equal to your wisdom modifier.

Hidden Paths

Beginning at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet.

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

Cloaked in Shadows

At 14th level, you learn to hide yourself in the shadowy powers of the Gloaming Court when you shapeshift. Once per short rest, when you use your bonus action to shapeshift using the wild aspect or thousand faces features, you may choose to make your new form invisible for one minute. Your invisibility ends early if you shapeshift into a new form.

Circle of the Shepherd

Even more so than other circles, the circle of the shepherd focuses their efforts on the protection and conservation of animal species, ensuring that their homes and habitats remain undisturbed. Members of this circle commune with the spirits of beasts and are content in the company of animals and wild spirits.

Wildshifters from the circle of the shepherd find themselves constantly in the presence of beast spirits. By virtue of their empathetic bond with nature, these wildshifters act as a beacon, attracting the spirits of nature to protect and aid them, especially when they call upon their power to shapeshift.

Wild Beacon

Beginning at 2nd level, whenever you shapeshift you attract beast spirits that assist you and your allies. Once per short rest, when you shapeshift into one of your wild aspects, you may choose one of the minor forms you are now benefiting from. Spirits of that animal flood into the area, granting the benefits of the chosen minor form to all creatures of your choice within 30 feet.

These spirits persist for one minute, after which the chosen creatures no longer benefit from the minor form.

Feral Speech

At 6th level, you learn to communicate with all beasts of the wild. Regardless of your current form, you can communicate with beasts as if you shared a language. Beasts you communicate with are still limited by their inherent intelligence. Most lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.

In addition, you gain proficiency in animal handling if
you are not already proficient. If you already have
         proficiency, you add your proficiency bonus
                 twice when you make an animal
                              handling check.

Summon Beasts

Beginning at 10th level, you can more deliberately control your bond with animal spirits to summon them in your time of need. Once per long rest, you can use your action to cast the conjure animals spell at 5th level. When you reach 14th level, you can cast the spell at 7th level.

The spell requires maintaining concentration and lasts up to one hour, as if it were cast normally.

Faithful Summons

Beginning at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of the conjure animals spell as if it were cast at 9th level. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it.

Once you use this feature, you can not
use it again until you complete a
long rest.

The Wildshifter

A fullcaster class for those who wish they could be something else. Shapeshift into fantastic beasts and claim their abilities as your own with seven wildshifter circles: Moon, Spores, Dreams, Stars, Wildfire, Land, and Shepherd.

Art Credits:
Page 105: Tribal Elf by Orochi-Spawn
Page 107: Little Gifts by Manuel Castanon
Page 108: Gaube by AlsaresLynx
Page 110: Peacock Girl by Jennyeight
Page 111: Arlinn Kord by Anna Podedworna
Page 113: God of Evanescence by Sandara
Page 114: One Wandering Soul by Aviaku
Page 115: Huatli's Raptor by Randy Vargas
Page 116: Elk Forest Elemental by Aaron Miller
Page 118: Not of this World by Carota17
Page 119: Pheonix by Arkarti
Page 120: Plant Spirit by Sandara
Page 121: Spirit Summoner by RalphHorsley
Page 122: Crirawin by Gamelore

See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder.

The Arcanist

Arcanist

As a swarm of fiery elementals approaches an elven woman, she raises her hand summoning a blazing ball of fire above her. The woman closes her eyes and focuses as the ball of fire shifts into a confluence of ice and water. With just seconds to spare, she swiftly shapes the ball of ice into a cone-shaped blast aimed at the elementals which evaporate in a hail of icy shards and freezing air.

A dwarven adventurer looks in horror as his companion falls unconscious off a cliff, having been struck by a mortal blow. Rushing to the edge, in one fluid cast, the dwarf causes his ally to slow in his fall and be wrapped in a shield of protective energy for good measure.

A human scholar pores over his notes about thunderclap and lightning bolt. Suddenly realizing something he hadn't before, the scholar jumps to his feet, summons his magical power, and successfully invokes a sphere of exploding bolts around him. Now all he needed was a name for his newly invented spell.

All these spellcasters are arcanists, mages with an inherent connection to and intuition for magic, supplemented by intense study of their powers. These heroes are exceptionally skilled at tuning their magic to the situation at hand, tweaking spells and blending new magical combinations to tackle any challenge.

Arcane Intuition

Arcanists are born with an innate connection to magic, much like a sorcerer, granting them the inherent ability to produce magical spells. However, like wizards, arcanists take a structured, academic approach to the understanding of their magical power. Through their studies and experiences, arcanists develop a powerful intuition regarding the mechanics of magic. This comprehension of the underpinnings of magic grants arcanists greater control over their spells, allowing them to twist one spell to be more like another or even combine two spells together.

Versatile Magic

Combining their strengths, an arcanist's inherent connection to the arcane and their academic understanding of magic allow them to utilize their magical powers in surprising and novel ways. Expert arcanists are unmatched in their spontaneous magical versatility and their ability to produce new, unique spells. An arcanist is rarely caught off guard, able to use each one of their spells to overcome a myriad of challenges.

Arcanists frequently set out on adventure to seek out greater knowledge and understanding of their magical
power. In an adventuring party, arcanists serve as a
powerful source of adaptable magic, able to tailor their
spells to each challenge the group faces.

Creating an Arcanist

When you create your arcanist, consider two questions in parallel. First, where did you get your magical powers from? Were you blessed by some powerful being, or maybe magical power flows through your bloodline? Second, what did you do to study and master your arcane power? Did you join a college of wizards, learning to see your magic in an academic light? Or perhaps you immersed yourself in a study of gods and other powerful beings to try and discern the source of your power? In any case, consider the relationship between your magical abilities and your efforts to study and understand them.

Arcanists are known for their ability to tune spells to their liking and often have preferences for certain types of spells/magics. Look ahead at the branches of study you will choose from at 2nd level. Are you particularly dedicated to one school of magic or a few select spells? Maybe you have a vested interest in the magic surrounding the soul and the boundary between life and death? Or are you dedicated to a divine being or fiend who plays some role in your powers?

Lastly, consider your purpose in setting off on adventure. Are you seeking experience to grow your arcane power and gain greater expertise in spellcasting? Or, maybe you are curious about the origins of your magic and are seeking answers that cannot be found in a library. Perhaps some tragedy befell you or a loved one and you are trying to understand the cause?

Quick Build

You can make an arcanist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third, choose the firebolt, gust, light, and thunderclap cantrips along with the
1st-level spells mage armor and
burning hands.

The Arcanist Table
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Tweak Spell 4 2 2
2nd +2 Branch of Study 4 3 3
3rd +2 Spell Blending 4 4 4 2
4th +2 Ability Score Improvement 5 5 4 3
5th +3 Spell Blending (Damage Type) 5 6 4 3 2
6th +3 Branch Feature, Arcane Consolidation (1st Level) 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 Ability Score Improvement 5 9 4 3 3 2
9th +4 Spell Blending (Range), Spell Writer (Max 3rd) 5 10 4 3 3 3 1
10th +4 Branch Feature, Arcane Consolidation (2nd Level) 6 11 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 Spell Blending (Targets/Area), Spell Writer (Max 5th) 6 13 4 3 3 3 2 1 1
14th +5 Branch Feature, Arcane Consolidation (3rd Level) 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 Spell Blending (Hit/Save), Spell Writer (Max 7th) 6 15 4 3 3 3 2 1 1 1 1
18th +6 Branch Feature, Arcane Consolidation (4th Level) 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Arcane Supremacy 6 15 4 3 3 3 3 2 2 1 1

Class Features

As an Arcanist, you gain the following class features:

Hit Points


  • Hit Dice: 1d6 per arcanist level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per arcanist level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two skills from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack

Spellcasting

Beginning at 1st level, your intuitive understanding of magic allows you to produce spells through your connection to the arcane.

Cantrips

At 1st level, you know three cantrips of your choice from the arcanist spell list. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

Spell Slots

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

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the arcanist spell list. The Spells Known column of the Arcanist table shows when you learn more arcanist spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the arcanist table.

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

Spellcasting Ability

Intelligence is your spellcasting ability for your arcanist spells. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a intelligence spell you cast and when making an attack roll with one.


Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting
         focus for your arcanist spells.

Tweak Spell

At 1st level, you begin learning how to subtly alter your spells to be like others in your repertoire. When you cast a spell or cantrip you may choose to apply one of the following options:

  • You change one of the damage types of your spell to a damage type from another arcanist spell/cantrip you know.
  • You change the range of your spell to match the range of another arcanist spell/cantrip you know.
  • You change the area of your spell to match the area of another arcanist spell/cantrip you know. The spell you are tweaking must already have an area to use this option.
  • You can change the type of saving throw involved in your spell to a saving throw from another arcanist spell/cantrip you know (e.g. you change the dexterity saving throw
    from fireball to the charisma saving throw from banishment).

You may do this a number of times equal to your intelligence modifier before completing a long or short rest. You may apply multiple options to a single spell, but each selected option requires expending one use of this feature.

Branch of Study

At 2nd level, you specialize your magical exploration into a particular branch of study, representing the approach you take towards understanding your arcane power. The branch you choose grants you features at levels 2, 6, 10, 14, and 18.

In addition, you gain spells according to your chosen branch at the appropriate arcanist levels. Each of these spells counts as an arcanist spell for you and does not count against the number of arcanist
spells you know.

Spell Blending

Beginning at 3rd level, extensive study of your arcane power has granted you the knowledge needed to blend your spells in unique combinations. On your turn, you may use your action to cast two spells as if they were one. Both spells must have a casting time of one action, bonus action, or reaction, and only one of the spells can be a cantrip. The two spells used in the blended spell are referred to as "component spells" in the following paragraphs.

A blended spell counts has a level equal to the combined level of both component spells. If one of the component spells is a cantrip, the blended spell level equals the level of the other spell plus one. Casting a blended spell requires expending a spell slot of a level equal to or greater than the spell's level, in place of spell slots for each component spell.

A blended spell counts as casting one spell with the effects of both component spells. You choose the targets or areas of each component spell separately based on the normal ranges and targets of each component spell, and each retains its normal duration. In addition, you choose which component spell's effects occur first, if the order matters. Both component spells may require concentration, in which case both effects end if you lose concentration. Lastly, when you use the "tweak spell" feature to modify a blended spell, you may modify one or both of the component spell's effects.

As you gain arcanist levels, you gain further ways to blend the effects of your spells:

  • Damage Type: At 5th level, when you blend two spells that deal damage, you may choose to change the damage type(s) of one of the component spells to match a damage type of the other.
  • Range: At 9th level, you may change the range of one of your component spells to match the range of the other.
  • Targets/Area: At 13th level, you may change the targets/area of one of your component spells to match the targets/area of the other. If this causes a spell that normally affects one target to affect multiple targets or gain an area of effect, the level of the blended spell increases by one.
  • Hit/Save: At 17th level, you may replace the attack roll or saving throw required by one of your component spells with an attack roll or saving throw involved with the other component spell.
        If you replace a saving throw with an attack roll, the level of the blended spell increases by one, with one exception: If the original spell dealt half damage on a successful saving throw, the effect now deals full damage on a hit and no damage on a miss, and the blended spell's level does not increase by one.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Arcane Consolidation

At 6th level, you learn to consolidate bits of your magical energy to produce more powerful spells. As a bonus action, you can sacrifice multiple low level spell slots to create one spell slot of a higher level. The level of the new spell slot equals the combined levels of each sacrificed slot.

The level of the spell slots you can sacrifice and create depend on your arcanist level:

  • 6th Level: Sacrifice 1st level slots. Create up to 3rd level.
  • 10th Level: Sacrifice up to 2nd level. Create up to 5th level.
  • 14th Level: Sacrifice up to 3rd level. Create up to 6th level.
  • 18th Level: Sacrifice up to 4th level. Create up to 7th level.

Spell Writer

At 9th level, you work out the kinks and inefficiencies in one of your favorite blended spells, writing a whole new spell that you give a name.

Choose a blended spell that you can cast using the spell blending feature, including any blended damage types, ranges, targets/areas, and hits/saves. That specific blended spell's level is one lower than the original blended spell's level for you. The spell must be 3rd level or lower after the level reduction.

This new spell counts as an arcanist spell and is added to your spell list. It does not count against your number of arcanist spells known. Lastly, you choose the new spell's school of magic from one of the component spells' schools.

  • At level 13, you create another spell up to 5th level.
  • At level 17, you create another spell up to 7th level.
Spell Writer and New Blending Options

When you gain a new option for blending spells ("targets/area" at 13th level and "hit/save" at 17th level), you may retroactively apply the new option to your previously invented spells. However, you must choose to do so as soon as you gain the new option and you cannot undo your choice once made.

In addition, the spell must still follow its maximum level restriction after any change (e.g. if your first written spell was already 3rd level, you can not increase its level to 4 when you change its targets/area or hit/save).

Arcane Supremacy

Beginning at 20th level, you are exceptionally skilled at the spells you have written. You may cast each of your written spells (from the spell writer feature) once without expending a spell slot. After casting a spell in this manner, you can not do so again until you finish a long rest.

Branches of Study

While all arcanists seek to understand the mechanics behind their magical ability, they often choose to do so in different ways. These unique approaches are represented by the following branches of study. Within each branch, arcanists develop different specialties in terms of magical abilities they develop and particular spells they master.

Arcane Savant

Some arcanists are born with a natural connection to a particular school of magic. These arcanists, known as arcane savants, often focus their studies and practice on that school to develop mastery over that subset of magic.

Arcane savants are frequently leading magical experts on their specialized school, acting as authorities on the knowledge surrounding applications for and the properties of that school's spells.

Arcane Savant Spells

At 2nd level, when you select this branch of study, choose one of the following schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The chosen school becomes your "specialty school", which affects the features granted by the arcane savant branch of study.

You learn extra spells from your specialty school, as shown in the following chart. These spells can come from any spell list.

Arcanist Level Spells
2nd Two 1st Level Spells
from your Specialty School
3rd Two 2nd Level Spells
from your Specialty School
5th Two 3rd Level Spells
from your Specialty School
7th Two 4th Level Spells
from your Specialty School
9th Two 5th Level Spells
from your Specialty School

Preferred Magic

Beginning at 2nd level, you have a strong inclination towards spells from your specialty school, making it easier to copy their attributes into your other spells.

When you use the tweak spell feature to copy a property from a spell that is part of your specialty school, you do not expend a use of tweak spell.

School Recognition

Beginning at 6th level, your familiarity with your specialty school becomes sufficiently strong that you effortlessly recognize related spells and effects. When you observe or are affected by a spell or effect from your specialty school, you immediately know the name and level of the spell and its effects.

Intuitive Blending

Beginning at 10th level, blending spells from your specialty school becomes second nature to you, making it less taxing to perform.

When you use the spell blending feature and one or both of
    the component spells come from your specialty school, you
    regain an expended spell slot up to half the level of the
        blended spell (rounded down).

Know Your Weaknesses

         Beginning at 14th level, your awareness of the
        weaknesses and limitations of spells in your specialty
        school allows you to more easily avoid and resist their
        effects. You gain the following benefits:

  • You have advantage on saving throws to resist the effects of spells from your specialty school.
  • Creatures have disadvantage on attack rolls to hit you with spells from your specialty school.

Second Passion

           By 18th level, you have expanded your expertise and
       picked up another focus for your arcane power. Choose a
       second specialty school. You gain the benefits of the
       "preferred magic", "school recognition", "intuitive
      blending", and "know your weaknesses" features for the
     new school.

Twilight Sage

Many mages throughout history have studied how magic interacts with the soul and death. Twilight sages know that magic permeates the essence of life itself, and they study how that magic persists following the death or "the twilight of life". If life and soul can be controlled and understood, the underlying twilight magic can be harnessed.

Twilight Sage Spells

Arcanist Level Spells
2nd False Life, Hex
3rd Gentle Repose, Wither and Bloom
5th Revivify, Vampiric Touch
7th Blight, Death Ward
9th Enervation, Raise Dead

Twilight Magic

Beginning at level 2, your soul itself becomes partially infused with the weave of magic, empowering it when you cast spells. Whenever you cast a spell, you gain temporary hit points equal to the level of the spell slot expended.

If you gain temporary hit points from a spell you cast, they are added to those you gain from this feature and treated as one pool of temporary hit points.

Soul Speaker

At 6th level, you learn to reach into the residual soul essence of recently deceased creatures to read their memories. Once per long rest, you may cast the spell speak with dead on the corpse of a creature that has died within 10 days, without expending a spell slot.

The spell acts differently when cast this way. Instead of allowing the corpse to speak, you hear the answers to your questions in your mind as you probe the lingering soul memories. The memories you find are generally brief and cryptic, but are also always true.

Siphon Death

           Beginning at 10th level, you can absorb the magical
             energies a creature releases on death to restore your
               own spellcasting power. When a medium or larger
            creature dies within 60 feet, you can use your reaction
          to recover spell slots with a combined level equal to or
       less than half your arcanist level (rounded down). Each
        spell slot recovered this way must be 5th-level or less.

    Once you use this feature, you cannot do so again until
          you complete a short or long rest.

Persistent Soul

  Beginning at 14th level, the twilight magic flowing through
   your soul makes you unnaturally hard to kill and improves
  your ability to reunite souls and bodies. This grants you the following benefits:

  • Whenever you make a death saving throw, you do so with advantage.
  • The duration a creature can be dead and still be affected by spells like revivify or raise dead is doubled if you are casting the spell.
  • You can be dead for up to ten times as long as normal and still be affected by spells like revivify or raise dead.

Spirit and Body

Beginning at 18th level, you have mastered control over your own spirit and soul, granting you the following benefits.

Project Spirit

Once per long rest, as a bonus action, you can separate your spirit from your body and become incorporeal for up to one minute, while temporarily transferring your corporeal body to a pocket of the ethereal plane. While in this form, you can pass through solid objects and have immunity to nonmagical bludgeoning, slashing, and piercing damage. In addition, while in your incorporeal form, when you hit a creature with a spell or a creature fails a saving throw to resist one of your spells, that creature takes 2d8 necrotic damage.

You can return to your physical form early as a bonus action. When your incorporeal form ends, you resummon your body to your current space and your spirit and body are rejoined.

If you occupy the same spot as a solid object or creature when your spirit form ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Inhabit Corpse

If you die, you may have your spirit attempt to inhabit the corpse of a small or medium humanoid creature within 60 feet. The body must be sufficiently intact to sustain life. If you do so, you gain three levels of exhaustion. In addition, you have 0 current hit points and must make death saving throws to stabilize as normal.

If you stabilize, you successfully inhabit the new body. Your strength, dexterity, and constitution scores become equal to those the creature had in life (maximum of 20); these changes can affect your AC, hit points, etc. Your other statistics remain the same.

If you fail to stabilize, you die again and can only be restored to life by means of a true resurrection or wish spell.

Elementalist

An elementalist seeks to understand the chaotic nature of the elemental planes. As their comprehension grows, elementalists learn to attune to each of the elemental
planes and gain abilities associated with that element.
The strongest elementalists can attune to all four planes
at once, calling upon the powers of all the elements at will.

Elemental Attunement

At 2nd level, you learn to attune yourself to the elemental planes, gaining the strengths of different elements as each situation requires. Once per short rest, as a bonus action, you can switch your elemental attunement to either air, earth, fire, or water. Each of these elements grants you different benefits as you gain arcanist levels.

You may change the damage of a spell to the associated damage type of the element you are currently attuned to, without expending a use of tweak spell. The damage types associated with each element are as follows:

  • Lightning - Air Attunement
  • Acid - Earth Attunement
  • Fire - Fire Attunement
  • Cold - Water Attunement

Elementalist Spells

Depending on your current elemental attunement, you gain access to some of the following spells. When you switch attunements, you lose any spells gained from the previous element you were attuned to.

Arcanist Level Spells
2nd Feather Fall (Air),
Grease (Earth),
Burning Hands (Fire),
Create or Destroy Water (Water)
3rd Gust of Wind (Air),
Maximillian's Earthen Grasp (Earth),
Scorching Rays (Fire),
Rime's Binding Ice (Water)
5th Fly (Air),
Erupting Earth (Earth),
Fireball (Fire),
Tidal Wave (Water)
7th Storm Sphere (Air),
Stoneshape (Earth),
Wall of Fire (Fire),
Control Water (Water)
9th Control Winds (Air),
Transmute Stone (Earth),
Flame Strike (Fire),
Cone of Cold (Water)

Chaotic Protection

Beginning at 6th level, you are more resilient against the elements you attune to. While attuned to an element, you have resistance to the associated damage type.

Elemental Intensity

Beginning at 10th level, you draw upon the elemental planes to intensity your magic. When you cast a spell that deals the damage type associated with your currently attuned element, you may reroll a number of the damage dice up to your intelligence modifier (minimum of one). You must use the new rolls.

Energetic Form

At 14th level, your attuned element bestows magical changes to your form. You gain the following change to your movement according to the following chart:

Element Movement
Air You gain a flying speed equal to your current speed that you can use for up to 10 minutes (recharges on short/long rest).
Earth You gain a burrow speed equal to half your current speed.
Fire Your base speed increases by 10 ft.
Water You gain a swim speed equal to your current speed and can breathe underwater.

In addition, once per long rest, as a bonus action, you can gain the benefits of one of the following investiture spells for 10 minutes depending on which element you are currently attuned to: Investiture of Wind (Air), Stone (Earth), Flame (Fire), or Ice (Water).

Elemental Apotheosis

At 18th level, you no longer need to choose which element you are attuned to. You are considered to be attuned to air, earth, fire, and water all at once, and gain the benefits associated with each element from the "elementalist spells", "chaotic protection", "elemental intensity", and "energetic form" features.

When you use the "energetic form" feature to gain the benefits of an investiture spell, you choose which spell to benefit from.

Divine Scholar

While most arcanists take a purely academic approach to mastering their magic, divine scholars combine a studious investigation of the divine with their secular understanding.

A divine scholar may have received their magical power from the gods or simply choose to call upon greater powers to be blessed with their knowledge. In any case, due to their expertise in both the divine powers and arcane academia, divine scholars are often found serving as magic experts for religious groups or as theologians for wizard schools.

Divine Scholar Spells

Arcanist Level Spells
2nd Bless, Healing Word
3rd Borrowed Knowledge, Lesser Restoration
5th Beacon of Hope, Revivify
7th Divination, Guardian of Faith
9th Commune, Greater Restoration

Holy Magic

Beginning at 2nd level, you can beseech the divine to channel their powers in your magic. When your spellcasting feature lets you learn an arcanist spell, you can choose the new spell from the cleric spell list or the arcanist spell list. These are arcanist spells for you.

In addition, when you cast a spell that targets one or more creatures, you may choose to restore a number of hitpoints to those creatures equal to the spell slot expended to cast the spell. However, if a creature is at 0 hit points, this grants them one automatic success on a death saving throw instead of restoring hit points.

Divine Guidance

Beginning at 6th level, you can call upon guidance from the heavens to support you and your allies. Once per short
rest, when a creature you can see within 30 feet
(including yourself) fails an ability check, you can use your reaction to add 2d4 to their total, possibly changing the outcome.

Miraculous Healing

At 10th level, you have developed a connection with the divine and have been blessed with a supernatural ability to heal others. Once per long rest, as a bonus action, you can touch a creature and bless them with rapid healing. For the next minute, at the beginning of each of that creature's turns,
they regain Xd4 hit points, where X is half your arcanist
level (rounded down).

In addition, at the end of the one minute duration,
the creature is no longer blinded, deafened, paralyzed,
or poisoned, and is cured of disease.

Divine Knowledge

Beginning at 14th level, you are an expert at petitioning chosen deities for knowledge. You gain the following benefits:

  • When you cast the borrowed knowledge spell, you gain proficiency in a second chosen skill for the duration of the spell.
  • When you cast the divination spell, you may ask a second question after receiving your answer to the first as part of the same spell.
  • When you cast the commune spell, you may ask questions that cannot be answered with a yes or no. Like the divination spell, answers are generally given as short phrases, cryptic rhymes, or omens.

Word of the Gods

Beginning at 18th level, your spells are imbued with ultimate divine knowledge originating from the creation of life.

Whenever a creature fails a saving throw to resist one of your spells, you may choose to additionally afflict them with the effects of the divine word spell. When cast this
way, the divine word spell does not force
celestials, elementals, fey, or fiends
back to their plane of
origin.

Occultist

Whenever one delves too deep into a study of magic, they inevitably begin to hear a tantalizing promise of greater knowledge and power from some otherworldly being. Those arcanists that embrace this call and promise their loyalty or services to those beings are known as occultists.

Occultists learn to summon the servants and creatures of dangerous planes and bend them to their will. But an occultist must remain wary, lest they find that their will is no longer truly their own.

Occultist Spells

Arcanist Level Spells
2nd Dissonant Whispers, Unseen Servant
3rd Borrowed Knowledge, Crown of Madness
5th Spirit Shroud, Summon Lesser Demons
7th Banishment, Summon Greater Demon
9th Contact Other Plane, Planar Binding

Dark Magic

Beginning at 2nd level, your magic is bolstered by the knowledge of ancient beings you study. When your spellcasting feature lets you learn an arcanist spell, you can choose the new spell from the warlock spell list or the arcanist spell list. These are arcanist spells for you.

In addition, you learn the eldritch blast cantrip and you learn to speak either abyssal or
infernal (your choice).

Lesser Invocation

At 6th level, you gain your first gift of power from a dark otherwordly being. From the list of eldritch invocations in the warlock class, choose one invocation that you meet the prerequisites for. You gain the benefits of the chosen invocation.

For this and the "greater invocation" features, when an invocation references your charisma, you may use your intelligence instead. Similarly, arcanist spell slots can be used in place of warlock slots for spells granted by invocations.

Fiendish Servant

Beginning at 10th level, you learn to summon a powerful servant of the being you covenanted with. You learn the summon fiend spell, which counts as an arcanist spell for you and does not require material components to cast.

Once per long rest, you can cast this spell at without expending a spell slot. The spell's level equals the level of the highest spell slot(s) you have at your current level (e.g. 5th level at arcanist level 10 or 9th level at arcanist level 17).

Greater Invocation

At 14th level, you are bestowed with even greater power as your connection to your dark patron grows. Choose two additional invocations that you meet the prerequisites for from the list of warlock eldritch invocations. You gain the benefits of the chosen invocations.

Hellish Master

Beginning at 18th level, you are an unwavering conduit of the will of your patron, allowing you to directly control the actions of fiends you summon. You gain the following benefits:

  • Creatures you summon with the summon lesser demons and summon greater demon spells are always loyal to you and hostile only to creatures you choose.
  • You can direct the actions of creatures you summon telepathically, requiring no action on your part.
  • When you cast the summon lesser demons spell, you choose the result of the d6 roll as well as what specific type of demons you summon.
  • When you cast the summon lesser demons, summon greater demon, or summon fiend
       spells, they are treated as if you cast them
            at one level higher.

Spell Specialist

Some arcanists believe that deep, tightly-focused specialization is the optimal approach to magic. To do so, these casters heavily emphasize a relatively small number of spells and develop an unrivaled mastery over them.

Known as spell specialists, these arcanists often seek to become an unparalleled virtuoso of their chosen spells, learning to use them better than any other caster can.

Specialty Spells

At 2nd level when you select this branch of study, choose one of the arcanist spells you know of 1st level. That spell becomes one of your "specialty spells". You gain various options to strengthen that spell as you level up.

At 6th level, you choose a second arcanist spell up to 3rd level to become a specialty spell.

At 10th level, you choose a third arcanist spell up to 5th level to become a specialty spell.

Note that you cannot choose any of the spells you create with the "spell writer" feature to be your specialty spells. However, your specialty spells can still be a component of spells you write.

Improved Spells

At 2nd level, you learn to empower your specialty spell with an enhanced property. Choose one of the following options for your specialized spell:

  • Expansive. You may increase the area affected by your specialized spell by doubling its dimensions. For example, circular radii are doubled, cones have double their normal length, lines become twice as wide and long, etc. The spell must already have an area to select this option.
  • Reaching. The range of your specialized spell is doubled. If the spell originally had a range of touch, its range becomes 15 feet. The spell must not have a range of self to select this option.
  • Enduring. The duration of your specialized spell doubles. The spell must have a duration other than instantaneous to select this option.
  • Subtle. You ignore any verbal or somatic components for the specialized spell.
  • Careful. You may choose number of creatures up to your intelligence modifier in the area of your specialized spell. Those creatures automatically succeed on any saving throws to resist the effects of the spell.
  • Versatile. When you cast your specialized spell, you may choose to change its damage type to a type that appears in another one of your spells/cantrips.

When you gain a new specialized spell at 6th and 10th levels, choose one of the options to affect the new spell. The option you select can be the same as or different than the one selected for your first specialized spell.

Versatile Expert

Beginning at 6th level, you become more versatile at twisting your specialty spells in new ways. Once per short rest, when you cast one of your specialty spells, you may choose one of the other options from the "improved spells" feature to augment your spell.

This choice temporarily replaces the original option you selected for that spell for the current cast only. This cannot be done at the same time as the "tweak spell" feature.

Improved/Expert Spells and Blending

Whenever you cast your specialized spell, including when it is cast as part of a blended spell, you may choose to apply selected options from the "improved spells" and "expert spells" features to the spell.

Similarly, if your specialized spell is part of a new spell you create with the "spell writer" feature, your specialty spell retains any options you have selected from these features.

Expert Spells

At 10th level, your specialty spells become even more powerful. Choose one of the following options for each of your specialized spells:

  • Potent. Creatures make saving throws with disadvantage to resist the effects of your specialized spell.
  • Accurate. You have advantage on attack rolls to hit with your specialized spell.
  • Deadly. When you roll damage or healing for your specialized spell, you may reroll any number of the dice once, but you must use the new rolls.
  • Sweeping. You may target one additional creature with your specialized spell. The spell must target creatures and must not create multiple projectiles (e.g. magic missile) to select this option.
       If your spell would have targeted only one creature without this option, you must complete a short rest before you may use this option again for that spell.
  • Prolific. Your specialized spell creates a number of additional projectiles equal to one half of the original amount of projectiles (rounded down). The spell must create multiple projectiles (e.g. magic missile or scorching ray) to select this option.
  • Swift. You may cast your specialized spell as a bonus action a number of times equal to your intelligence modifier between long rests. The spell must have a casting time of one action to select this option.

Specialty Blend

Beginning at 14th level, it is almost effortless to blend your specialty spells. When you use the spell blending feature and both of the component spells are your specialty spells, the required spell slot for your blended spell is one level lower than normal.

Mastered Spell

At 18th level, you become the unmatched master of your favorite spell. Choose one of your specialty spells. You may select an additional option from the "improved spell" and "expert spell" features to apply to that spell.

Arcanist Spell List

Cantrips

Acid Splash
Blade Ward
Booming Blade
Chill Touch
Control Flames
Create Bonfire
Dancing Lights
Fire Bolt
Friends
Frostbite
Green-Flame Blade
Gust
Light
Lightning Lure
Mage Hand
Mending
Message
Mind Sliver
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Ray of Frost
Shape Water
Shocking Grasp
Sword Burst
Thunderclap
True Strike

1st Level

Absorb Elements
Burning Hands
Catapult
Cause Fear
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Earth Tremor
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Grease
Hideous Laughter
Ice Knife
Identify
JumpvMage Armor
Magic Missile
Ray of Sickness
Shield
Silent Image
Silvery Barbs
Sleep
Tasha's Caustic Brew
Thunderwave
Witch Bolt

2nd Level

Acid Arrow
Aganazzar's Scorcher
Alter Self
Arcanist's Magic Aura
Blindness/Deafness
Blur
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Gust of Wind
Hold Person
Invisibility
Levitate
Maximillian's Earthen Grasp
Mind Spike
Mirror Image
Misty Step
Nathair's Mischief
Phantasmal Force
Rime's Binding Ice
Scorching Ray
See Invisibility
Shatter
Snilloc's Snowball Swarm
Spider Climb
Suggestion
Tasha's Mind Whip
Vortex Warp
Warding Wind
Web

3rd Level

Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Enemies Abound
Erupting Earth
Fear
Fireball
Flame Arrows
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Intellect Fortress
Lightning Bolt
Major Image
Melf's Minute Meteors
Protection from Energy
Sending
Sleet Storm
Slow
Stinking Cloud
Thunder Step
Tidal Wave
Tongues
Wall of Sand
Wall of Water
Water Breathing
Water Walk

4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Sickening Radiance
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Arcane Hand
  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Dawn
  • Dominate Person
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Legend Lore
  • Scrying
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Light
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Disintegrate
  • Eyebite
  • Globe of Invulnerability
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Scatter
  • Sunbeam
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Power Word Pain
  • Project Image
  • Reverse Gravity
  • Symbol
  • Teleport
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Incendiary Cloud
  • Maddening Darkness
  • Power Word Stun
  • Sunburst
9th Level
  • Gate
  • Imprisonment
  • Invulnerability
  • Meteor Swarm
  • Power Word Kill
  • Psychic Scream
  • Time Stop
  • Wish

Multiclassing

Prerequisites. To qualify for multiclassing with the Arcanist
class, you must meet these prerequisites: 13 Intelligence.
Proficiencies. When you multiclass into the Arcanist class,
you gain no proficiencies.
Spell Slots. You add all your arcanist levels for the purposes of
determining multiclass spell slots.

The Arcanist

A fullcaster class for those who like to homebrew spells. Twist arcane magic to your liking and even invent new spells with six arcanist branches: the Arcane Savant, Twilight Sage, Elementalist, Divine Scholar, Occultist, and Spell Specialist.

Art Credits:
Page 124: A Trial of Sorcerers by Skyzocat
Page 126: Diablo Wizard by Jonas Jakobsson
Page 128: Armor Handler by Docatto
Page 129: Angel by MrMascara2
Page 130: Try Me by Rod Mendez
Page 131: Wushi-1 by Sun Kai
Page 132: Stromkirk Occultist by M. Villeneuve
Page 134: The Archivist by Juliedillon
Page 135: Wizard Overlord by Greg Rutkowski
Page 136: Arcane Endeavor by JustynaDura

See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder.

The Inquisitor

Inquisitor

Across the battlefield, a cowled figure points at the demonic leader of his foes, shouting words of condemnation and judgment. Now, feeling empowered with righteous fury, the figure rushes forward to slay his foe and end its wicked campaign.

A dwarf sniffs the subtle tracks left in the soft loam just hours before. "Aberrations...", she mutters to her companions. Knowing what lies beyond, the dwarven adventurer prepares her tactics and weapons to effectively destroy the monsters ahead.

A tiefling stands by as his companions parlay with a passing bard. The bard seems to be providing helpful information about the surrounding lands and its threats, but suddenly one phrase strikes the tiefling as deceptive. The tiefling touches his companion's shoulder and shakes his head slowly, letting the party know to be on their toes with this liar.

These adventurers are inquisitors, warriors bestowed with divine power to find, reveal, and destroy both monsters and wicked individuals. Grim and determined, the inquisitor roots out these enemies of the faith, using wit and cunning when righteousness and purity are not enough.

Justice Seekers

Inquisitors have a powerful sense of justice and seek to punish those who threaten the innocent or perform other evil deeds. Their intense dedication to bringing justice gives them the ability to cast divine spells tailored to tracking the iniquitous and resisting evil.

These agents of the divine are exceptionally skilled in both combat and knowledge surrounding dangerous beasts and individuals. Using their wit, an inquisitor gathers information as they travel to understand their foe so that they can be ready for whatever lies ahead. Each inquisitor has various means of preparing for specific foes, such as specialized tactics or magical preparations, that they use to gain the upper hand before fighting even begins.

Uproot the Wicked

Although inquisitors are often dedicated to a diety or church, they often act above the normal rules and conventions of that faith. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.

Inquisitors tend to move from place to place, seeking and following leads on enemies and researching emerging threats. As a result, they often travel with others in adventuring parties, whether to mask their presence or to seek strength in numbers to defeat a particularly dangerous foe. Inquisitors often work with other members of their faith when possible, but no one is above their suspicion and prying eyes.

Creating an Inquisitor

When creating an inquisitor, the most central question to answer is why you have developed such an intense dedication to bringing justice to the wicked. Did something happen to you or a loved one, instilling a personal drive to get revenge on every evildoer in reach? Maybe you have been commanded by a diety to be their agent with a mission to find and slay their enemies through any means available? Perhaps you inherently have a strong sense of right and wrong and cannot abide any amount of corruption?

Also consider the nature of your faith. First decide what diety or faith you belong to. Alternatively, you could act on your own with no connection to a structured church or particular god. Second, consider the relationship between the tenets of your faith and your dedication to dealing out justice. Do you see your faith's beliefs as immutable and absolute, or do you see them as something that comes second to your quest against evil? Perhaps you don't care for your faith's beliefs at all and simply use the resources of your church to further your own goals.

Lastly, consider why you have joined an adventuring party. There are a variety of reasons you may have joined with others. You might be trying to avoid the notice of those looking for a lone operative? Or perhaps you need strength in numbers to take down an exceptionally dangerous target? Maybe you just see your fellow adventurers as competent warriors and find it's easier to accomplish your goals with them at your side?

Quick Build

You can make an inquisitor quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Wisdom. Second, choose the Acolyte background.

The Inquisitor Table
Level Proficiency
Bonus
Features Judgments 1st 2nd 3rd 4th 5th
1st +2 Judgment, Monster Lore 2
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Inquisition, Bane of Evil, Track the Vile 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 3 4 2
6th +3 Counterstrike 4 4 2
7th +3 Inquisition Feature, Judgment (2 Options) 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 4 4 3 2
10th +4 Bane Improvement, Expose the Wicked 4 4 3 2
11th +4 Inquisition Feature 4 4 3 3
12th +4 Ability Score Improvement 5 4 3 3
13th +5 5 4 3 3 1
14th +5 Stalwart 5 4 3 3 1
15th +5 Inquisition Feature, Judgment (3 Options) 5 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 6 4 3 3 3 1
18th +6 Discern Lies 6 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 3 3 3 2
20th +6 Final Judgment 6 4 3 3 3 2

Class Features

As an Inquisitor, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per inquisitor level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per inquisitor level after 1st.

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons, firearms (if present in your campaign)
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose three skills from History, Insight, Intimidation, Investigation, Perception, Religion, Stealth, Survival

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a hand crossbow or (b) a heavy crossbow
  • (a) studded leather or (b) scale mail
  • (a) a dungeoneer's pack or (b) a priest's pack

Judgment

Beginning at 1st level, you can declare judgment on your foes either as a loud declaration of condemnation or a quiet resolve to bring justice. As a bonus action, a creature (or creatures) of your choice that you can see. Creatures chosen in this way become your "judged creatures".

Each creature chosen expends one use of judgment. You have a number of uses of judgment shown for your inquisitor level in the Judgments column of the Inquisitor table. You must finish a long rest before you can declare judgment again.

When you declare judgment, choose one of the following options. You gain the benefits of the chosen judgment for one minute, until you declare judgment again, or you are incapacitated or killed. Beginning at 7th level, you may choose up to two judgment options when you declare judgment. Beginning at 15th level, you may choose up to three.

Judgments List

Condemnation. You gain an intense, penetrating focus on your quarry. Judged creatures have a penalty to saving throws to resist your spells equal to your wisdom modifier.
Destruction. You are filled with divine wrath. You gain a bonus to weapon damage rolls equal to your wisdom modifier against judged creatures.
Healing. You are surrounded by a holy light, healing wounds you sustain. When you take damage from judged creatures, the damage you take is reduced by an amount equal to your wisdom modifier.
Justice. Your are spurred to bring justice to the unholy. You gain a bonus to attack rolls against judged creatures equal to half of your wisdom modifier (rounded up).

Protection. You are enveloped by a protective aura. You gain a bonus to AC equal to half your wisdom modifier (rounded up) against attack rolls from judged creatures.
Purity. You resolve yourself against the foul taint of your foes. You gain a bonus to saving throws against spells and other effects from judged creatures equal to your wisdom modifier.
Smiting. You call upon holy powers to smite the wicked. Choose either acid, cold, fire, lightning, necrotic, poison, or radiant. Your weapon attacks against judged creatures deal that damage type and count as magical.

Monster Lore

Beginning at 1st level, you have a strong intuition for the behaviors of all kinds of abominable creatures, granting you the following benefits:

  • You may use your wisdom modifier in place of intelligence for arcana, history, nature, and religion checks made to learn or recall information about a creature's strengths/weaknesses, abilities, tactics, behaviors, etc.
  • You may perform one of the above checks as a bonus action on your turn. You have advantage on these checks if the target is currently one of your "judged creatures".
  • You automatically know a creature's type when you perform an arcana, history, nature, or religion check about a creature and get a result of 10 or higher, unless that creature is magically disguised.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

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

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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

Spellcasting

Beginning at 2nd level, your staunch dedication to destroying the wicked and monstrous grants you the ability to produce divine spells.

Preparing and Casting Spells

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

You can change your list of prepared spells when you finish a long rest. Preparing a new list of inquisitor spells requires time strategizing about the foes ahead and choosing the tools needed to find and defeat them: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your inquisitor spells. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for an inquisitor spell you cast and when making an attack roll with one.


Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your inquisitor spells.

Inquisition

At 3rd level, your tactics for rooting out your foes becomes more specialized. Inquisitors are grouped into various inquisitions based on their skills and strategies for culling threats to their faith. The inquisition you choose grants you features at levels 3, 7, 11, and 15.

Bane of Evil

Beginning at 3rd level, whether through alchemical concoctions, martial strategization, or other means, you prepare yourself to deal with a particular brand of foe in your downtime. When you complete a long or short rest, choose one creature type (e.g. humanoids, monstrosities, elementals, fiends, etc.). Your weapon attacks deal 1d6 extra damage to creatures of that type until your next rest.

At 10th level, you may choose two creature types when you complete a rest, and the extra damage increases to 2d6.

Track the Vile

Beginning at 3rd level, you are particularly adept at finding where your enemies hide. You have advantage on survival and perception checks made to track, follow, or find creatures as well as to identify a creature from tracks or other clues.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Counterstrike

Beginning at 6th level, you gain a supernatural sense for your foe's next move. When a judged creature hits you with an attack, you may use your reaction to add 1d6 to your AC for that attack. If this causes the attack to miss, you may make one weapon attack against the triggering creature as part of your reaction.

Expose the Wicked

Beginning at 10th level, you can magically deduce the intentions and desires of creatures around you.

  • You always have the spell detect good and evil prepared, which does not count against your number of Inquisitor spells prepared.
  • When you cast detect good and evil, its area extends to 60 feet and you learn the alignment of all detected creatures in the area.

Stalwart

Beginning at 14th level, you steel yourself in both body and mind against the assaults of the unrighteous, granting you the following benefits:

  • You gain proficiency in constitution saving throws.
  • You make wisdom saving throws with advantage.

Discern Lies

Beginning at 18th level, untruths and deceptions ring dissonant in your ears. While you can hear or see a creature, you automatically know if that creature tells a lie or half-truth, or otherwise tries to deceive with language or gestures. You do not necessarily learn what is actually true, but you do know that what was expressed is untrue or misleading from the perspective of that creature.

Final Judgment

Beginning at 20th level, you are able to declare final judgment on the most vile foes. Once per long rest, when you declare judgment, you may select one of your "judged creatures" to undergo final judgment.

In the next minute, when you first hit that creature with a weapon attack, they must make a constitution saving throw against your spell save DC. On a failed save, that creature immediately dies and can only be returned to life by means of a true resurrection or wish spell. On a success, that creature is immune to the effects of final judgment for 24 hours.

Inquisitions

While all inquisitors are dedicated to uprooting and destroying the foes of their ideals and faith, there are many strategies and approaches they take in doing so. These approaches are grouped into inquisitions, granting particular capabilities and specialties to its member inquisitors.

Crusader

Crusaders eschew the intrigue and cautious approaches of their fellows to, instead, meet their foes head on. Donning heavy armor and powerful arms, crusaders fight on the front line against evil to protect the innocent. Crusaders believe the best way to stem the flow of evil in the world is to be a stubbornly obvious opponent to its agents. Working in the shadows just gives your foes more room to maneuver.

Heavy Armor

At 3rd level, when you choose this inquisition, you gain proficiency in heavy armor.

Trial by Combat

Beginning at 3rd level, you call your foes to meet you in honorable combat. You gain the following judgment option:

Trial by Combat. Your foes are compelled by your presence to target you. Judged creatures have disadvantage on attack rolls against creatures other than you. Similarly, you have disadvantage on attack rolls against creatures other than the judged creatures.

Bolstering Presence

Beginning at 7th level, you can perform inspiring deeds of bravery to bolster your allies' confidence. Once per long rest, when you hit a hostile creature with a weapon attack, you may choose to give all creatures of your choice that can see you (including yourself) temporary hit points equal to your inquisitor level plus your wisdom modifier.

Fearless Champion

At 11th level, you become invulnerable to a fear of evil and danger. You gain immunity to the frightened condition.

Masterful Combatant

Beginning at 15th level, you are exceptionally skilled at defeating your foes in honorable combat. You have advantage on attack rolls against creatures affected by your Trial by Combat judgment.

Witch Hunter

Some inquisitors focus their concern on the abundant magical threats in the world. They loathe the use of magic for nefarious purposes, which they see as supremely evil and a desecration of what should be a holy art. These inquisitors, known as witch hunters, scour the lands to reveal and destroy necromancers, witches, and all kinds of vile casters.

Arcane Emphasis

At 3rd level, you refine your practice of the arcane in order to better counter those who would use it for evil. You gain proficiency in arcana (or another inquisitor class skill if already proficient), and you learn two cantrips of your choice from the wizard spell list.

In addition, when you learn an inquisitor spell, you can choose the new spell from the wizard spell list or the inquisitor spell list. These are inquisitor spells for you.

Rebuke Witchcraft

At 3rd level, you learn to quench impure magics. You gain the following judgment option:

Rebuke Witchcraft. You condemn the unholy use of magic amongst your foes. When a judged creature attempts to cast a spell, they must first make a wisdom saving throw against your spell save DC. On a failed save, the creature must take a different action and cannot cast spells until the beginning of their next turn. On a success, this judgment effect ends for that creature.

Sanctity of Magic

At 7th level, you learn to resist the influence and effects of vile magic. You have advantage on saving throws to resist spells and magical effects from judged creatures.

Witch Trial

Beginning at 11th level, you can magically detect the presence of those with a command over magic. You gain the following benefits:

  • You always have the spell detect magic prepared, which does not count against your number of Inquisitor spells prepared.
  • When you cast detect magic, its area extends to 60 feet and the spell additionally reveals a magic aura around anyone with the ability to cast at least one spell. You learn the source of magic for any creature revealed in this way, which could be their spellcasting class, their race, etc.

Suppress Magic

Beginning at 15th level, you are able to suppress the weave of magic around creatures either to protect them against harmful magics or to prevent them from casting spells. Once per long rest, as an action, you can create a personal antimagic field around a creature of your choice within 30 feet (including yourself). The field lasts for up to 1 minute, requiring your concentration to maintain.

This field functions identically to the one created by the spell antimagic field except that it only affects a single creature instead of an area. Specifically, a creature affected by this field cannot be affected by magic, objects they are wielding or wearing become nonmagical, and they cannot cast spells.

An unwilling target of this antimagic field can make a saving throw using their spellcasting ability against your spell save DC (e.g. a wizard would make an intelligence saving throw). If a creature has multiple spellcasting ability scores, they choose which to use for the saving throw. On a successful save, the field does not form, that creature is immune to this field for 24 hours, and your use of suppress magic is not expended.

Slayer

While all inquisitors seek to root out and destroy evil, none are more dedicated to the art than slayers. Members of this inquisition specialize in destroying a particular type of enemy and become exceptionally skilled at understanding and countering those particular foes. However, with the correct preparation, slayers can be an immense threat to any creature they set their sights on.

Specialized Adversary

At 3rd level, you devote considerable effort towards understanding one type of creature so that you can better rid the world of their foul presence. Choose any creature type, such as aberration or undead to become your specialized adversary. You always deal bane damage to creatures of that type.

In addition, you gain proficiency in arcana, history, nature, or religion checks (your choice). Your selection should be based on your selection of specialized adversary (e.g. if your specialized adversaries are undead or fiends, you might choose religion). If you are already proficient in your first choice, you may choose one of the other skills.

Monster's Bane

Beginning at 3rd level, you are especially dedicated to destroying foul creatures. You gain the following judgment option:

Monster's Bane. You deftly target the weaknesses of your foes. When you deal bane damage to a judged creature, the size of the extra damage die/dice increases from a d6 to a d12.

Adept Counter

Beginning at 7th level, you are always prepared to punish the mistakes and openings of your specialized adversaries. When a creature belonging to your specialized adversary type misses an attack roll against any target, you may use your reaction to make a weapon attack against the triggering creature.

Prepared Hunter

Beginning at 11th level, you are an expert in knowledge regarding your specialized adversary, granting you the following benefits:

  • You are considered proficient whenever making an arcana, history, nature, or religion check about your specialized adversary.
  • You add double your proficiency bonus to any of the above checks when they are about your specialized adversary.

Exploit Weakness

Beginning at 15th level, you learn to exploit the weaknesses of creatures you are prepared to fight, entirely removing their ability to fight back. Once per round, when you deal bane damage to a creature, you can force that creature to make a constitution saving throw against your spell save DC. On a failed save, that creature is stunned until the end of your next turn.

Justicar

Many churches, cults, and religious states utilize agents to enforce their will. These agents are justicars, sent out with the mission to punish transgressors and keep people in line with the laws of the land or tenents of the faith. The brutality and liberal application of punishment common to justicars has earned them a frightening reputation oft spoken in hushed tones for fear of being heard.

Stern Visage

Beginning at 3rd level, your stern and intimidating presence unnerves the feeble hearted and guilty. You gain proficiency in intimidation (or another inquisitor skill if already proficient).

In addition, you may use your wisdom modifier in place of charisma for intimidation checks.

Punish Transgression

Beginning at 3rd level, you empower yourself to punish the sins and crimes of the iniquitous. You gain the following judgment option:

Punish Transgression. When judged creatures deal damage, you add half the damage dealt (rounded down) to a "punishment" value. When you next hit a judged creature with a weapon attack, you deal extra damage equal to the current punishment value, which is then reset to 0.

Punishment has a maximum value equal to your inquisitor level plus your wisdom modifier. Its value is reset to 0 when the judgment effect ends.

Make an Example

Beginning at 7th level, your brutal punishments strike fear into transgressors. Once per short or long rest, when you deal extra damage with the punish transgression judgment, you can cause all hostile creatures within 30 feet of your target to make a wisdom saving throw against your spell save DC. On a failed save, a creature is frightened and may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Brutal Tactics

At 11th level, you develop brutal strategies to harm your foes as efficiently as possible. Your weapon attacks score a critical hit on a roll of 19 or 20.

Execution

Beginning at 15th level, your attacks are empowered by your calling as justicar to execute the wicked. When you score a critical hit against a judged creature, you additionally deal necrotic damage equal to your inquisitor level plus two times your wisdom modifier.

Preacher

Do not let the name fool you: a preacher inquisitor is no simple congregational speaker or soapbox orator. These inquisitors are just as deadly as any other. However, what differentiates a preacher is their desire to convert rather than slay their foes.

Persuasive Orator

Beginning at 3rd level, you are trained in public oration to bring your faith to others. You gain proficiency in persuasion (or another inquisitor class skill if already proficient).

In addition, you may use your wisdom modifier in place of charisma for persuasion checks.

Conversion

Beginning at 3rd level, you take every opportunity to convince your foes of the might of your faith. You gain the following judgment option:

Conversion. Once per round on your turn, you may replace an attack with an attempt to sway your judged creature to yield. When you do so, the target makes a wisdom saving throw against your spell save DC. On a failed save, you deal nonlethal psychic damage equal to 2d6 plus your wisdom modifier. A judged creature that cannot understand you automatically succeeds on the saving throw.

If this damage reduces your target to a number of hit points equal to or less than your inquisitor level, the creature is charmed and stops fighting you and your allies. If you or an ally damage the charmed creature, the effect ends and they may continue fighting.

Charming a foe in this manner does not typically mean the target is converted to your faith. Generally, at your DM's discretion, the creature is convinced of your power and the power of your god and is surrendering to avoid their wrath.

Invigorating Sermon

Beginning at 7th level, when you complete a long or short rest, you may choose to deliver a rousing sermon to your allies. Creatures of your choice that listen to the sermon gain a number of temporary hit points equal to your inquisitor level plus your wisdom modifier. In addition, these creatures have advantage on the next saving throw they make before their next rest.

Foundation of Faith

Beginning at 11th level, you are unfalteringly confident in the tenets of your faith. You gain proficiency in and have advantage on charisma saving throws.

Words of Mercy

Beginning at 15th level, your utterances are laced with merciful healing power. When you use the conversion judgment to attempt to sway a creature, you may use your bonus action to choose up to six creatures within 60 feet. Those creatures regain hit points equal to 1d4 plus your wisdom modifier. You may do this a number of times equal to your wisdom modifier between long rests.

Sanctified Assassin

Some inquisitors are bestowed with the sensitive task of silencing enemies to their faith or state. These inquisitors are sanctified assassins, killers given the blessing of their god or ruler to skillfully end apocryphal leaders and heretics.

It is of utmost importance that these assassins do not attract unwanted attention to their deeds, so each is specially trained in deception and stealth to ensure their kills can not be traced back to their organization.

Covert Agent

Beginning at 3rd level, you have practiced tactics for getting to your target, whether it be through silver-tongued trickery or soft-footed stealth. You gain proficiency in disguise kits and either stealth or deception (your choice). You may gain proficiency in another inquisitor skill if you are already proficient in both.

Assassinate Heretic

Beginning at 3rd level, you learn to make deadly attacks by catching your foes off guard. You gain the following judgment option:

Assassinate Heretic. Once per turn, when you have advantage on an attack roll against a judged creature, or when another enemy of the judged creature is within 5 feet of it, your attack deals Xd6 extra damage, where X is equal to your wisdom modifier.

Backup Plan

At 7th level, you learn to cut and run when plans go awry to avoid bringing unwanted attention to your faith or church. On your turn, you can hide, disengage, or dash as a bonus action.

Infiltrator

Beginning at 11th level, your skill in the covert arts makes you very difficult to discover. Choose either deception or stealth (you must be proficient in the chosen skill). Your proficiency bonus is doubled for any ability check that uses the chosen skill.

End the Apostate

Beginning at 15th level, you are a master of assassinating unwary foes. When you hit a surprised creature under the effect of the assassinate heretic judgment, it must make a Constitution saving throw against your spell save DC. On a failed save, double the damage of your attack against the creature.

Relic Keeper

Many religious groups put a lot of importance into various holy relics and artifacts. Some inquisitors take it upon themselves to find or protect these objects so that they can be used for righteous purposes.

Religious Historian

Beginning at 3rd level, to better care for holy artifacts, you have familiarized yourself with relevant historical contexts and some of the tools required to maintain/restore those artifacts. You gain proficiency in history (or another inquisitor class skill if already proficient) and a set of artisan's tools of your choice.

Holy Relic

Beginning at 3rd level, you have found or are entrusted with a holy artifact of great power. Choose the nature of your artifact including what type of object it is and what school of magic the artifact is connected to from the following table.

At the end of the subclass is a section of "Relic Powers" listing the magic schools and the relic effects associated with each. While you have the relic on you, you gain the base power corresponding to the chosen school of magic. Your relic does not require attunement, and other creatures cannot use your relic's powers.

School of Magic Typical Items
Abjuration Amulets, Armor, Bells, Bracers, Brooches, Cloaks, Holy Symbols, Shields
Conjuration Bags, Bowls, Braziers, Compasses, Figurines, Lanterns, Mirrors
Divination Book, Crystal Ball, Goggles, Decks of Cards, Headbands, Lenses, Planchettes
Enchantment Censers, Crowns, Helms, Musical Instruments, Necklaces
Evocation Gloves, Rods, Staves, Wands, Weapons
Illusion Crystals, Hats, Masks, Prisms, Rings
Necromancy Bones, Coins, Dolls, Drums, Robes, Skulls
Transmutation Belts, Boots, Sandals, Vests, Weapons

Ancient Power

Beginning at 7th level, you have unlocked greater power from your relic. Choose one of the focus powers corresponding to the chosen school of magic for your relic. You gain the benefits of that focus power while you have your relic on you.

Relic Appraisal

Beginning at 11th level, you are an expert in appraising the qualities of magical artifacts, granting you the following benefits:

  • You always have the spell identify prepared which does not count against the number of spells you can prepare. You can cast identify as a ritual.
  • You can cast the spell legend lore once per long rest as a ritual without having the spell prepared. Once you have access to 5th level spell slots, you always have legend lore prepared which does not count against the number of spells you can prepare.
  • You have advantage on skill checks to determine the history or properties of an item.

Unleashed Power

By 15th level, you have developed a deep personal connection to your artifact, allowing you to unleash unique magics from the artifact that it had not previously displayed. Choose a second school of magic for your artifact, gaining the benefits of that school's base power, as well as a new focus power from either the original or new school.

Relic Powers

Each holy relic is associated with one of the following schools of magic, granting it particular powers that it can bestow on you.

Abjuration

Abjuration relics are associated with protection and wards.


Base Power

Protection. The relic has a protective influence. You gain a +1 bonus to saving throws.


Focus Powers

Aegis. As an action you can touch a set of armor or a shield and grant it a +1 bonus. This bonus lasts until you enchant another item in this manner.

Antimagic. Whenever you complete a rest, you have advantage on the next saving throw you make to resist a spell or magical effect.

Resistance. Once per short or long rest, when you or a creature within 15 feet takes damage, you can use your reaction to grant that creature resistance to the triggering damage type (including the current damage) until the end of their next turn. You can do this a number of times equal to your wisdom modifier between long rests.

Abjuration Magic. Choose an abjuration spell up to 2nd level from any spell list. At 7th, 11th, and 15th level, choose an additional abjuration spell up to 3rd, 4th, and 5th levels, respectively. Once per long rest, you can cast one of the chosen spells at its base level without expending a spell slot.

Conjuration

Conjuration relics are associated with transporting and summoning creatures.


Base Power

Conjure. The relic calls otherworldly creatures to your side. Once per long rest, you can use your action to summon a creature with a CR equal to or less than one quarter of your inquisitor level (rounded down). This creature is loyal to you and your allies, helps you to the best of its capabilities without requiring commands, and takes its turn immediately following yours. The creature remains with you for up to 1 hour, requiring your concentration, after which point it returns to its home plane.

Your DM determines an appropriate creature based on the nature of the artifact and has the stats for that creature. In the absence of appropriate creatures, work with your DM to reflavor another creature's statistics to create a relevant creature of appropriate strength.


Focus Powers

Disrupt Outsider. When a creature from another plane makes a melee attack roll against you, you can use your reaction to give the roll disadvantage.

Holding. Your artifact functions as a bag of holding.

Shift. Once per round, as a bonus action, you can teleport up to 15 feet. You may do this a number of times equal to your wisdom modifier between long rests.

Conjuration Magic. Choose a conjuration spell up to 2nd level from any spell list. At 7th, 11th, and 15th level, choose an additional conjuration spell up to 3rd, 4th, and 5th levels, respectively. Once per long rest, you can cast one of the chosen spells at its base level without expending a spell slot.

Divination

Divination relics are associated with foresight and knowledge.


Base Power

Third Eye. The relic grants you improved perceptive capabilities. You have advantage on perception and insight checks.


Focus Powers

Epiphany. Once per short or long rest, you can cast the augury spell as a bonus action without material components or expending a spell slot. It only takes the duration of your bonus action to ask your question and receive an answer from the spell.

Foreknowledge. You can use your bonus action to give yourself advantage on your next attack or disadvantage to the next attack that targets you. You can do this a number of times equal to your wisdom modifier between long rests.

True Senses. You gain darkvision to a range of 60 feet, or increase the range of your darkvision by 30 feet. At 11th level, you gain blindsight to a range of 15 feet. At 15th level, your blindsight becomes true sight.

Divination Magic. Choose a conjuration spell up to 2nd level from any spell list. At 7th, 11th, and 15th level, choose an additional conjuration spell up to 3rd, 4th, and 5th levels, respectively. Once per long rest, you can cast one of the chosen spells at its base level without expending a spell slot.

Enchantment

Enchantment relics are associated with mental manipulation and magical influence.


Base Power

Muddy Mind. The relic subtly befuddles your enemies' minds inhibiting their ability to resist your magic. Your spell save DC increases by 1.


Focus Powers

Disorient. When a creature within 30 feet targets you with an attack, you can use your reaction to divert the attack. The triggering creature must make a wisdom saving throw against your spell save DC. On a failed save, it targets the creature that is closest to it, not including you or itself. If there are no other valid targets, the creature targets you.

Hypnosis. You can use your action to target a creature that can see or hear you within 10 feet. That creature must make a wisdom saving throw against your spell save DC or be charmed until the end of your next turn. The charmed creature's speed drops to 0 and is incapacitated.

Psychic Retort. When a creature within 15 feet deals damage to you, that creature takes 1d6 psychic damage. At 11th and 15th level, the die increases to 1d8 and 1d10, respectively.

Enchantment Magic. Choose an enchantment spell up to 2nd level from any spell list. At 7th, 11th, and 15th level, choose an additional enchantment spell up to 3rd, 4th, and 5th levels, respectively. Once per long rest, you can cast one of the chosen spells at its base level without expending a spell slot.

Evocation

Evocation relics are associated with energy, healing, and destruction.


Base Power

Destructive Energy. The relic lends magical energies to your attacks. You gain a +2 bonus to damage rolls and your weapon attacks count as magical.


Focus Powers

Healing. When you or a creature within 15 feet takes damage, you can use your reaction to heal that creature for an amount equal to your inquisitor level plus your wisdom modifier. You can do this a number of times equal to your wisdom modifier between long rests.

Force Barricade. Once per short or long rest, as an action, you can summon a wall of force made of one 5-foot-by-5-foot panel. This wall functions the same as one created by the wall of force spell except for its size. This wall gives you total cover while interposed between you and an enemy. At your DM's discretion, certain enemies may be able to attack around the wall (e.g. an adjacent giant could generally attack over a vertical wall).

Smiting Attacks. Choose acid, cold, fire or lightning when you gain this artifact power. When you hit with a weapon attack, you can choose to deal an extra 1d4 damage of the chosen type with the attack. At 11th and 15th level, the die increases to 1d6 and 1d8, respectively.

Evocation Magic. Choose an evocation spell up to 2nd level from any spell list. At 7th, 11th, and 15th level, choose an additional evocation spell up to 3rd, 4th, and 5th levels, respectively. Once per long rest, you can cast one of the chosen spells at its base level without expending a spell slot.

Illusion

Illusion relics are associated with sensory distortion and stealth.


Base Power

Distortion. The relic distorts your form and location, making you harder to spot. You gain a +1 bonus to AC and stealth checks.


Focus Powers

Double. Once per short or long rest, when you are the target of an attack, you may use your reaction to create an illusory double. The triggering attack automatically misses, hitting your double instead.

Rapid Disguise. You can cast disguise self as a bonus action without expending a spell slot. You can do this a number of times equal to your wisdom modifier and regain expended uses after completing a long rest.

Shifting Illusion. While concentrating on an illusion spell, you can use your bonus action to alter the illusion. Any changes to the illusion must stay within the original limitations of the spell. For example, the minor illusion cantrip cannot be altered to affect an area larger than a 5-ft cube.

Illusion Magic. Choose an illusion spell up to 2nd level from any spell list. At 7th, 11th, and 15th level, choose an additional illusion spell up to 3rd, 4th, and 5th levels, respectively. Once per long rest, you can cast one of the chosen spells at its base level without expending a spell slot.

Necromancy

Necromancy relics are associated with the undead and restoring creatures to life.


Base Power

Animate. The relic can temporarily animate a recently dead creature. Once per long rest, you may use your action to reanimate the body of a creature that has died within the last 24 hours. The creature retains the statistics it had in life, except its intelligence, wisdom, and charisma scores which are now equal to its original scores or 4 (whichever is lower). In addition, the creature has current hit points equal to half of its maximum hit points at the time of reanimation. The creature remains animated for up to 1 minute, requiring your concentration, after which point it is no longer animated.

The animated creature does not have the capability to make complex decisions, speak, or provide information. The creature takes its turn immediately following yours, but does not act unless you mentally command it (no action required). It is only capable of performing simple tasks such as approaching or attacking a creature, following you, etc. In addition, the creature can use abilities natural to it (e.g. an animated dragon could perform its breath attack), but it is incapable of more complicated actions such as casting spells.


Focus Powers

Fear of the Grave. Once per long rest, as an action, you can cause all creatures of your choice within 60 feet to make a wisdom saving throw against your spell save DC. On a failed save, a creature is frightened for 1 minute.

Vampiric Strike. Once per short or long rest, when you hit a creature with a weapon attack, you may choose to grant yourself temporary hit points equal to the damage dealt.

Resist Death. Creatures of your choice within a 10-foot radius have advantage on death saving throws. After granting advantage to three death saving throws, this power ceases until the following dawn, when the artifact recharges.

Necromancy Magic. Choose a necromancy spell up to 2nd level from any spell list. At 7th, 11th, and 15th level, choose an additional necromancy spell up to 3rd, 4th, and 5th levels, respectively. Once per long rest, you can cast one of the chosen spells at its base level without expending a spell slot.

Transmutation

Transmutation relics are associated with altering physical forms.


Base Power

Empower. The relic strengthens your physical form. Choose either strength or dexterity. You gain a +1 bonus to attack rolls using that ability score.


Focus Powers

Harden Skin. Once per long rest, as an action, choose a creature within 30 feet (including yourself). For the next hour, that creature's AC becomes 10 plus its dexterity modifier and your wisdom modifier if it's AC was originally lower. Otherwise, it remains unchanged.

Mutable Form. As an action, you can give yourself an additional speed from the following options dependent on your inquisitor level. Beginning at 7th level, you can grant yourself a swim speed equal to your base speed or a climb speed equal to half your base speed. At 11th level, you can grant yourself a flying speed equal to your base speed. At 15th level, you can grant yourself a burrow speed equal to half your base speed.

Sedate. Once per short or long rest, as a bonus action, you can imbue a weapon you are holding with slowing energy. The next time you hit a creature with an attack with this weapon, that creature is under the effect of the slow spell for up to 1 minute. At the end of each of its turns, a creature can attempt a wisdom saving throw against your spell save DC, ending the effect early on a success.

Transmutation Magic. Choose a transmutation spell up to 2nd level from any spell list. At 7th, 11th, and 15th level, choose an additional transmutation spell up to 3rd, 4th, and 5th levels, respectively. Once per long rest, you can cast one of the chosen spells at its base level without expending a spell slot.

Inquisitor Spell List

1st Level
  • Alarm
  • Bane
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Divine Favor
  • Expeditious Retreat
  • Heroism
  • Identify
  • Illusory Script
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
  • Sleep
  • Zephyr Strike
2nd Level
  • Aid
  • Arcane Lock
  • Augury
  • Calm Emotions
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Find Traps
  • Hold Person
  • Knock
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Mind Spike
  • Mirror Image
  • Pass without Trace
  • Protection from Poison
  • See Invisibility
  • Suggestion
  • Zone of Truth
3rd Level
  • Beacon of Hope
  • Clairvoyance
  • Counterspell
  • Create Food and Water
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Fast Friends
  • Fear
  • Magic Circle
  • Nondetection
  • Remove Curse
  • Revivify
  • Sending
  • Tiny Hut
  • Tongues
4th Level
  • Arcane Eye
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Compulsion
  • Confusion
  • Death Ward
  • Divination
  • Elemental Bane
  • Locate Creature
  • Private Sanctum
  • Raulothim's Psychic Lance
  • Resilient Sphere
  • Secret Chest
5th Level
  • Circle of Power
  • Commune
  • Dawn
  • Destructive Wave
  • Dispel Evil and Good
  • Dominate Person
  • Geas
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Holy Weapon
  • Legend Lore
  • Mass Cure Wounds
  • Modify Memory
  • Scrying
  • Steel Wind Strike
  • Telepathic Bond

Multiclassing

Prerequisites. To qualify for multiclassing with the Inquisitor class, you must meet these prerequisites: 13 Wisdom and 13 Strength or Dexterity.
Proficiencies. When you multiclass into the Inquisitor class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor, shields.
Spell Slots. You add half your Inquisitor levels (rounded down) to determine multiclass spell slots.

The Inquisitor

A halfcaster class for those who really don't like evil. Seek out and destroy the wicked with seven inquisitions: the Crusader, Witch Hunter, Slayer, Justicar, Preacher, Sanctified Assassin,
and Relic Keeper.

The Shaman

Shaman

A tribal leader stands conversing with a rival warparty. Hoping to avoid conflict, the leader chooses his words carefully to not offend the warriors. Unknown to all others, the spirit of his long departed ancestor, legendary for his silver-tongue, is whispering exactly what to say.

An adventuring party is set upon by a great ettin, swinging its club with abandon. Fearing the strength of this giant, an elf grasps a wood-carved totem, channeling spiritual magic through it. The ettin begins to slow, its strength suddenly waning from the elf's curse.

A half-orc, standing amongst her comrades, begins to call upon the spirits to gather around her. Though they cannot see what is happening, those nearby feel the hum of powerful energy, as a multitude of spirits join with the half-orc and begin to chant. In a flash, a great whirlwind emerges from previously calm skies, touching down right on top of the approaching foes.

Shamans are known for their connection to the spirit realm and the following of spirits they attract. Through the energy of their spirits, they produce magical spells and create mystical totems and trinkets to bolster their allies and curse their enemies.

Spiritual Retinue

Shamans have the supernatural power to commune with spirits as easily as they speak with someone face to face. They gain a loyal following of spirits that remains close by on the ethereal plane, ready to intercede in times of need. To further harness this spiritual power, shamans fashion totems and trinkets through which they channel their spirits' power to produce spells and other magical effects.

In addition, shamans develop a sacred relationship with a spirit guide, a particular spirit chosen from amongst their following. This spirit guide assists the shaman on their journey towards spiritual mastery and regularly manifests itself on the physical plane to provide direct aid.

Journey of Enlightenment

Of utmost importance to shamans is their connection to and mastery of the spirit realm. To gain this mastery, shamans often set out on journeys of enlightenment where they
must rely on their spiritual power and, in the process,
gain invaluable experience. It is only through danger
and trial that a shaman can truly learn to depend on
their spirit following and gain further spiritual
illumination. Throughout these experiences, a
shaman rarely fears death, as dying is simply an
opportunity to join those spirits they have grown
fond of.

Shamans will often join with other adventurers
to experience the challenges necessary to test
their spiritual power. Some seek knowledge
of the beyond, hidden in the far corners of
the world. Others pursue wayward spirits,
recruiting them to their following as a way
to bolster their connection to the spirit
realm.

Creating a Shaman

The most important thing to consider about your shaman is the nature of your shamanic spirits. This choice will be formally made at level 2, but look at the shamanic spirits section to plan ahead. Do your spirits come from your past ancestors, from plants and animals in nature, or from somewhere beyond the material world on which you live?

Next consider how you came to work alongside these spirits. Is it a tribal tradition, passed down to the next leader when they come of age? Maybe you happened upon a benevolent spirit in a time of need and began to befriend spirits from then on? Or maybe, you have magically bound wandering spirits to your service against their will? In any case, consider also the nature of your relationship with your shamanic spirits. Are you in a leader/follower relationship or are you partners, working together towards a common goal?

Lastly, decide why you set off on adventure. Many shamans depart on spiritual journeys to become more in tune with their spirits and the spirit world. Some wish to recruit more spirits to their following to grow their power and influence. Still other altruistic shamans seeks to better both the physical and spiritual worlds for all their denizens.

Quick Build

You can make a shaman quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution or Dexterity. Second, choose
the hermit background. Third choose the
toll the dead and dancing
lights cantrips.

The Shaman Table
Level Proficiency
Bonus
Features Cantrips
Known
Spells Known Spell Slots Slot Level Totems &
Trinkets
1st +2 Spirit Magic 2 2 1 1st
2nd +2 Shamanic Spirits, Totems and Trinkets 2 3 2 1st 2
3rd +2 Spirit Guide 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 3
5th +3 3 6 2 3rd 3
6th +3 Spirit Feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 4
10th +4 Spirit Feature, Totems (2/short) 4 10 2 5th 4
11th +4 Spiritual Incant (6th Level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 5
13th +5 Spiritual Incant (7th Level) 4 12 3 5th 5
14th +5 Spirit Feature 4 12 3 5th 5
15th +5 Spiritual Incant (8th Level) 4 13 3 5th 6
16th +5 Ability Score Improvement 4 13 3 5th 6
17th +6 Spiritual Incant (9th Level) 4 14 4 5th 6
18th +6 4 14 4 5th 6
19th +6 Ability Score Improvement 4 15 4 5th 6
20th +6 Ethereal Manifestation 4 15 4 5th 6

Class Features

As a Shaman, you gain the following class features:

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: Herbalism kit

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Equipment

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

  • Any simple weapon and two daggers
  • (a) leather armor or (b) hide armor
  • (a) a component pouch or (b) a druidic focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) An herbalism kit

Spirit Magic

Beginning at 1st level, you call upon the spirits around you to produce magical spells.

Cantrips

At 1st level, you know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Spell Slots

The Shaman table shows
how many spell slots you
have to cast your shaman
spells of 1st through 5th
level. The table also shows
what the level of those slots
is; all of your spell slots are the
same level. To cast one of your
shaman spells of 1st level or
higher, you must expend a spell
slot. You regain all expended
Spirit Magic spell slots when
you finish a short or long rest.

Spells Known of 1st
Level and Higher

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

The Spells Known column of the Shaman
table shows when you learn more shaman spells
of your choice of 1st level and higher. A spell you
choose must be of a level no higher than what's
shown in the table's Slot Level column for your level.

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

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells. 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 shaman 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 shaman spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your shaman spells.

Shamanic Spirits

At 2nd level, your spirituality has attracted the presence of a particular group of spirits. These spirits remain close by on the ethereal plane, ready to interfere with the physical plane at your request.

Choose one of the shamanic spirits listed after the main class features. Based on the nature of these spirits, you are granted different blessings and abilites from their presence. The shamanic spirits you choose grant you features at levels 2, 6, 10, and 14, and 20, as well as an additional totem.

In addition, you gain
spells according to your chosen
shamanic spirits at the appropriate shaman
levels. These spells are shaman spells for you but
do not count against the number of shaman spells you know.

Totems and Trinkets

Beginning at 2nd level, you use totems and trinkets to beseech loyal spirits to interact with the material plane. Select two options from either the totem or trinket lists, gaining the benefits of your selections.

You gain additional totems or trinkets according to the Totems & Trinkets column of the Shaman table.

Totems

Totems are crafted objects attuned to the realm of spirits which are activated as a bonus action. Most totem effects require your concentration, during which time you cannot concentrate on other spells. Alternatively, your spirit guide (see the "Spirit Guide" feature at 3rd level) can independently perform a totem's effects once per long rest, removing the need for you to concentrate on them.

You may use one totem before completing a short or long rest. Beginning at 10th level, you may use two totems before completing a short or long rest.

Trinkets

Trinkets are small objects taken from the physical world and imbued with spiritual power. These provide their benefits without needing to be activated.

Spirit Guide

Beginning at 3rd level, from amongst your shamanic spirits, you have gained the close companionship of a spirit guide. This ghostly presence regularly manifests itself to you and guides you on your journey to spiritual enlightenment. The appearance of your spirit guide depends on your choice of shamanic spirits. Because your relationship with your spirit guide is sacred, other creatures cannot perceive or interact with your spirit guide unless you allow them to.

Spirit Guide Totems

Beginning at 3rd level, you may use your bonus action to have your spirit guide perform one of your totem effects once per long rest. As normal, this expends one totem use. When you choose to do this, your spirit guide acts independently, removing the need for you to concentrate on the effect if it normally requires concentration.

While performing a totem effect, your spirit guide is visible to others and vulnerable in a partially corporeal form. Unless the totem effect states otherwise, your spirit guide is a medium creature that appears in a space within 10 feet of you and takes it turns immediately following yours. Your spirit guide can take no actions, bonus actions, or reactions. However, it can move and has a flying speed equal to your speed, but must be within 30 feet of you at the end of its turn or be automatically dismissed.

When your spirit guide takes damage, if that damage equals or exceeds your shaman level plus your wisdom modifier, your guide is temporarily dismissed to the ethereal plane and its totem effect ends. After you complete a long
                            rest, your spirit guide returns to you.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spiritual Incant

At 11th level, your shamanic spirits gather around you to help generate a more powerful spell, called a spiritual incant. Choose one 6th-level spell from the shaman spell list as this spiritual incant. Once per long rest, you can cast this incant without expending a spell slot.

At higher levels you gain additional shaman spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your spiritual incants when you complete a long rest.

Ethereal Manifestation

At 20th level, you have attained spiritual enlightenment and a complete mastery of your spiritual power. Once per long rest, you can manifest the energy of your spirit into a ethereal form granting you powerful capabilities, depending on your choice of shamanic spirits.

Multiclassing

Prerequisites. To qualify for multiclassing with the Shaman class, you must meet these prerequisites: 13 Wisdom.
Proficiencies. When you multiclass into the Shaman class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons.
Spell Slots. You can use spell slots you gain from the "Spirit
    Magic" feature to cast spells you know or have prepared
       from other classes. Similarly, you can use spell slots you
                                                    gain from other classes to cast
                                                        shaman spells you know.

Totems

The following are totems available to shamans. Totems effects are activated as a bonus action and require your concentration unless otherwise stated.

You may use one totem before completing a short or long rest. Beginning at 10th level, you may use two totems before completing a short or long rest.

Chanting Totem

The spirits begin an unnerving chant bolstering your magical effects. For the next minute, you cannot lose concentration on your spells.

If your spirit guide is performing the totem effect, you may have your spirit guide concentrate on an ongoing spell for you until the totem effect ends. Your spirit guide does not need to make concentration checks, but loses concentration if it is dismissed. If you are not concentrating on another spell when your spirit guide's totem effect ends, you can begin concentrating on the spell again to continue its effects throughout the spell's duration.

Charming Totem

The spirits whisper soothing words. Choose a creature you can see within 30 feet. That creature must make a wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you and is not hostile to your or your allies until you or an ally harm them. This effect lasts for up to 10 minutes and requires your concentration to maintain.

On a successful save, the creature is immune to this totem for 24 hours, and you may use your bonus action on your next turn to attempt to charm a new creature in this manner.

Evil Eye Totem

The spirits intensely focus a curse on a foe. Choose a creature you can see within 30 feet. That creature suffers disadvantage on ability checks and saving throws for one statistic, such as strength or dexterity. This effect lasts up to 24 hours and requires your concentration to maintain.

Fortune Totem

The spirits bestow good luck on an ally. Choose a
creature you can see within 30 feet, including
yourself. Once per minute, the target creature
may reroll any ability check, attack roll, or
saving throw it makes, but must take the
new result. This effect lasts up to 24
hours and requires your concentration
to maintain.

Furious Totem

The spirits arouse primal fury. Choose
a creature you can see within 30 feet,
including yourself. The target
creature gains immunity to
the frightened condition
and a bonus to melee
damage rolls equal to your
proficiency bonus. This
effect lasts up to 10
minutes and requires your
concentration to maintain.

Healing Totem

The spirits comfort and tend the wounds of an ally. Choose a creature within 30 feet, including yourself. At the beginning of each of its turns, a creature regains a number of hit points equal to your shaman level. This effect lasts up to 1 minute and requires your concentration to maintain.

Power Totem

The spirits add power your magical attacks. When you deal damage with a spell, you deal additional damage equal to your wisdom modifier. This effect lasts for 10 minutes.

Warding Totem

The spirits protect an ally. Choose a creature within 30 feet, including yourself. That creature gains a bonus to AC equal to your wisdom modifier. This effect lasts up to 10 minutes and requires your concentration to maintain.

Weakening Totem

The spirits exhaust an enemy. Choose a creature within 30 feet. That creature has disadvantage on attack rolls. This effect lasts up to 1 minute and requires your concentration to maintain.

Winged Totem

Prerequisite: 7th Level Shaman
The spirits lift and carry a creature, appearing as a pair of ethereal wings. Choose a creature within 30 feet, including yourself. That creature gains a flying speed of 30 feet. This effect lasts up to 10 minutes and requires your concentration to maintain.

If your spirit guide is performing the effect, it appears in the same space as the target creature, but can be targeted independently. While performing this totem effect, your spirit guide moves with the target creature and does not have its own movement speed. If your spirit guide is dismissed, the target creature loses its flying speed and immediately begins falling if it was suspended above
the ground.

Trinkets List

The following are trinkets available to shamans. Unlike totems, trinkets do not need to be activated. Some trinkets have prerequisites which you must meet before selecting the trinket.

Amber Trinket

You can cast heroism at 1st level at will, without expending a spell slot.

Bark Trinket

Your base AC becomes 10 + your dexterity modifier + your wisdom modifier while you are not wearing armor or using a shield.

Barb Trinket

When you hit a creature with an attack, you may reroll any number of damage die and take the higher result of each.

Bat Trinket

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Bead Trinket

You can cast detect good and evil at will, without expending a spell slot.

Berry Trinket

You no longer need to eat or drink and do not gain levels of exhaustion from starvation, dehydration, or fast travel paces.

Bird Trinket

Prerequisite: 15th Level Shaman
You gain a flying speed equal to your base speed that you can use for up to 1 hour between long rests.

Blood Trinket

You can cast false life at 1st level at will, without expending a spell slot.

Bone Trinket

You have advantage on death saving throws.

Claw Trinket

You have sharp claws at the end of your fingers. Your claws count as a magic melee weapon, with which you are proficient. These weapons use your strength or dexterity modifier to hit and deal slashing damage equal to 1d6 plus your wisdom modifier.

Conch Trinket

Prerequisite: 7th Level Shaman
Once per long rest, you can cast water breathing without expending a spell slot.

Crystal Trinket

Prerequisite: 4th Level Shaman
Once per long rest, you can cast conjure animals at 3rd level without expending a spell slot. When cast this way, the spell does not require concentration.

Egg Trinket

Your shaman hit die become d10s and your hit point maximum increases by an amount equal to your shaman level plus one.

Eye Trinket

You gain proficiency in insight checks and your passive insight increases by 5.

Feather Trinket

You can cast feather fall at will, without expending a spell slot.

Fish Trinket

You gain a swimming speed equal to your base speed and can breathe underwater.

Flower Trinket

You can cast aid at 2nd level at will, without expending a spell slot. You may do so a number of times equal to your wisdom modifier before completing a long rest.

Fungus Trinket

Once per round, when you cast a spell, you restore hit points equal to the level of the spell plus your wisdom modifier (cantrips do not restore hit points this way).

Fur Trinket

Your speed increases by 5 feet. At 5th, 10th, and 15th levels this bonus increases to 10, 15, and 20 feet, respectively.

Hawk Trinket

You gain proficiency in perception checks and your passive perception increases by 5.

Horn Trinket

When you hit a creature with an attack or spell, you may force them to make a strength saving throw against your spell save DC. On a failed save, the creature is pushed up to 10 feet directly away from you.

Leaf Trinket

You can cast disguise self at will, without expending a spell slot.

Lizard Trinket

Prerequisite: 7th Level Shaman
You gain a climbing speed equal to your base speed.

Moss Trinket

You have resistance to radiant and necrotic damage.

Mud/Sand Trinket

You ignore the effects of difficult terrain.

Obsidian Trinket

You have resistance to fire damage and are immune to the effects of a hot environment.

Owl Trinket

You can cast detect magic at will, without expending a spell slot.

Panther Trinket

You have advantage on constitution saving throws made to maintain concentration on your spells.

Pinecone Trinket

You have resistance to cold damage and are immune to the effects of a cold environment.

Plumage Trinket

You are immune to the charmed condition.

Rabbit Trinket

Once per short rest, you can reroll one attack roll or saving throw, but you must take the new result.

Raven Trinket

You no longer require sleep and cannot be forced to sleep. To gain the benefits of a rest, you must perform only light activity through the normal duration of the rest.

Salamander Trinket

Whenever you regain hit points, you regain an additional number of hit points equal to your wisdom modifier.

Scale Trinket

You gain a +1 bonus to saving throws.

Seed Trinket

When you magically regain hit points, you gain an additional number of hit points equal to your wisdom modifier.

Shell Trinket

When you are the target of an attack roll, you can use your reaction to increase your AC by 1d6 against that attack. You can do this a number of time between long rests equal to your wisdom modifier.

Skull Trinket

You are immune to the frightened condition.

Snake Trinket

You gain proficiency in stealth and have
advantage on stealth checks you make
while you are not moving.

Stone Trinket

You gain a +1 bonus to AC.

Tail Trinket

You gain proficiency in acrobatics and can add your strength modifier twice, instead of once, when calculating jump distances.

Thorn Trinket

When you are hit with an attack within 5 feet, the attacking creature takes piercing damage equal to your shaman level.

Tooth Trinket

You can cast speak with animals at will, without expending a spell slot.

Venom Trinket

You have resistance to poison damage and are immune to the poisoned condition.

Vine Trinket

Once per short rest, when you hit a creature with an attack, you may choose to conjure vines that restrain the creature. The target makes a strength saving throw against your spell save DC. On a failed save, the creature is restrained. A creature can repeat the saving throw at the end of each of its turns.

Wolf Trinket

When you are within 5 feet of an allied creature other than your spirit guide, you have advantage on attack rolls.

Wood Trinket

Prerequisite: 4th Level Shaman
Once per long rest, you can cast speak with plants, without expending a spell slot.

Shamanic Spirits

As a shaman grows in their spirituality and connection to the ethereal, they gain a following of loyal, supportive spirits helping them to gain further enlightenment. These spirits come in many different forms and provide boons to you depending on their abilities in life. You gain features from your choice of spirits at levels 2, 6, 10, 14, and 20, as well as spells at the appropriate shaman levels.

Ancestor Spirits

Your shamanic spirits come not from an outside source, but from your own deceased ancestors. Those that have gone before you see you as a promising member of the bloodline and have chosen to give you their support. These spirits consist of many great warriors and artisans of the past, allowing you to call upon their skills and expertise.

Ancestral Spirit Spells

Shaman Level Spells
2nd Heroism
3rd Spiritual Weapon
5th Spirit Guardians
7th Guardian of Faith
9th Holy Weapon

Ancestral Totem

Your ancestor spirits manifest themselves to guide you. You, or a creature you can see within 30 feet, gain proficiency in a skill or tool of your choice. This effect lasts for up to 24 hours and requires your concentration to maintain.

Ancestral Weapon

At 2nd level, the spirits grant you access to sacred ancestral weapons. You learn the cantrip green-flame blade or booming blade (your choice). In addition, you can summon a melee weapon from your sacred ancestry without using an action. This weapon deals 1d8 bludgeoning, piercing, or slashing damage (your choice) and has a 5 foot range. You may use your wisdom modifier on attack and damage rolls with the weapon, and you are considered proficient with it.

You can summon your weapon a number of times per day equal to your wisdom modifier. The weapon disappears after 1 minute, after 1 round if it leaves your grasp, or when you dismiss it as a bonus action.

Sacred Council

Beginning at 6th level, as an action, you can call upon a group of ancestors to provide council. This advice grants you advantage on your next ability check within the next minute. You can use this ability a number of times per long rest equal to your wisdom modifier.

Champion of the Bloodline

At 10th level, your ancestor spirits name you a champion of your bloodline, granting you an ancestral blessing of protection so that you may continue to bring glory to your family name. You gain a +1 bonus to AC and saving throws.

Great Ancestor

      At 14th level, your spirit guide bestows its ancient
      knowledge on you. You gain proficiency in one skill or
        tool of your choice. If you are already proficient in the
          chosen skill or tool, you instead add double your
              proficiency bonus to skill checks using that skill/tool.
                 In addition, you gain proficiency in either
                   dexterity or constitution saving throws (your
                      choice).

Ancestral Manifestation

                  At 20th level, you manifest your warrior
                     ancestors into your form allowing them to guide
                      and strengthen every attack. Once per long rest,
                        when you roll initiative, you can take on the
                          form of an ethereal warrior enveloped in
                         ancestral armor and surrounded by warrior
                      spirits. This form lasts for one minute and
                   grants you the following benefits:

  • You have a bonus to attack and damage rolls equal to your charisma modifier.
  • You are proficient in strength, dexterity, and constitution saving throws.
  • You can cast the cantrips green-flame blade or booming blade as a bonus action on your turn.

Draconic Spirits

Draconic shamans gain the favor of a line of terrible, yet majestic, dragons. Although it is rare that these beasts choose to work alongside a mortal, the presence of draconic spirits is invaluable. Dragons exemplify strength and resilience and their shamans grow to develop these attributes more and more as their spirituality grows.

Draconic Spirit Spells

Shaman Level Spells
2nd Absorb Elements
3rd Dragon's Breath
5th Fly
7th Freedom of Movement
9th Summon Draconic Spirit

Draconic Totem

Your draconic spirits bestow magical protection, granting the appearance of mystical scales. Choose a creature you can see within 30 feet, including yourself. The target creature gains resistance to bludgeoning, piercing, and slashing damage, and is blessed with the effects of the dragon's breath spell as if cast at your spell slot level. These effects last up to 10 minutes and require your concentration to maintain.

Scales of the Dragon

Your body gains scattered layers of dragon-like scales. At 2nd level, your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.

In addition, when you are not wearing armor, your AC equals 10 + your dexterity modifier
+ your wisdom modifier.

Dragon Soul

At 6th level, your spirit guide infuses you with a draconic essence, connecting you to a particular element. You gain resistance to either acid, cold, fire, lightning, or poison (your choice).

Draconic Fury

Beginning at 10th level, you breathe the elements as naturally as your breathe air. When you are under the effect of the dragon's breath spell, you can use the breath attack as a bonus action. When you do so, the attack deals only half its normal damage (rounded down).

Wings of the Dragon

Beginning at 14th level, your draconic spirit grants you the ability to take to the skies. As a bonus action, you can manifest leathery dragon wings that grant you a flying speed of 40 feet. You can use these wings for a number of minutes equal to your wisdom modifier per short or long rest.

Draconic Manifestation

At 20th level, you manifest your draconic soul into your physical form. Once per long rest, when you roll initiative, you can take on the form of a great ethereal dragon. This form lasts for one minute and grants you the following benefits:

  • Your size becomes large.
  • You gain temporary hit points equal to your shaman level plus your wisdom modifier.
  • You are under the effect of the dragon's breath spell as if it were cast at 9th level.
  • You have immunity to the element you chose
         as part of the "Dragon Soul" feature.

Nature Spirits

Shamans of nature commune with all kinds of natural spirits, both plants and animals. They work alongside all lifeforms to maintain balance and protect the wild places of the world. When natural life is threatened, these shamans command the beasts and plants of the land to band together against their foe.

Natural Spirit Spells

Shaman Level Spells
2nd Animal Friendship
3rd Beast Sense
5th Conjure Animals
7th Grasping Vine
9th Wrath of Nature

Natural Totem

Nature spirits grant mastery over the land and terrain. Choose a creature within 30 feet, including yourself. The target creature ignored difficult terrain and gains a movement speed related to the surrounding land. At your DM's discretion, if the surrounding terrain fits multiple categories, you choose which movement speed the totem grants. This effect lasts up to 24 hours, requiring your concentration to maintain.

Terrain Movement
Aquatic, Coast, Swamp 30 ft. Swim Speed
Arctic, Cave,
Desert, Underground
10 ft. Burrow Speed
Forest,
Mountain, Ruins
20 ft. Climbing Speed
Dungeon, Grassland, Urban +10 ft. Base Speed

Defiant Vegetation

                Beginning at 2nd level, your attacks stir the spirits of
              plant life around your target. When you make an
              attack roll against a creature, you can use your bonus
             action to entangle that creature in grasping weeds and
          vines, or other plant life appropriate to the terrain. The
      creature must make a strength saving throw against your
     spell save DC. On a failed save, the creature is restrained.
    A creature restrained by these plants can use its action to
     repeat the save, freeing itself on a success.

    You can use this feature a number of times equal to your
    wisdom modifier before completing a long rest.

Beast Speech

     Beginning at 6th level, your natural spirit guide teaches
  you to communicate with beasts as if you shared a language. You are considered under the effect of the speak with animals spell at all times.

Aspect of the Wilds

At 10th level, your nature-attuned spirit causes your physical form to become more akin to wildlife. Choose either beast or plant form. You gain the following benefits depending on your choice:

Beast Form

  • Your base speed increases by 10 feet.
  • You make dexterity saving throws with advantage.
  • Once per round, when you use your action to cast a spell, you can make one melee attack as a bonus action.

Plant Form

  • You gain temporary hit points equal to your shaman level. You regain these when you complete a short or long rest.
  • You make constitution saving throws with advantage.
  • The ground within 15 feet of you is difficult terrain for your enemies.

Wildlands Communion

Beginning at 14th level, you instinctively commune with the spirits of the land around you. When you complete a long rest, you gain the benefits of the commune with nature spell, allowing you to learn three facts of your choice about the surrounding land.

In addition, you can telepathically communicate with plantlife that is within 30 feet of you. When you converse with plants in this manner, you may grant them limited sentience and animation to follow tasks you request of them as if they were affected by the "Speak with Plants" spell for up to 10 minutes.

Natural Manifestation

At 20th level, the spirits of the wild join your form. Once per long rest, when you roll initiative, you can manifest the form of an avatar of nature, combining features of both animals and plants. This form lasts for one minute and grants you the following benefits:

  • When you enter this form, you immediately cast wrath of nature without expending a spell slot or using an action. The spell lasts until your manifestation ends and does not require your concentration.
  • You benefit from both forms in the "Aspect of the Wilds" feature, instead of just the form you chose at 10th level.

Cursed Spirits

There are abundant spirits wandering the fringes of the physical world, bound by various curses to the mortal plane. Shamans can bind these spirits, using their dark energies to curse their foes. These shamans can even learn to draw cursed power out of themselves or allies and into their bound spirits to be dispersed into the weave or used against their foes.

Cursed Spirit Spells

Shaman Level Spells
2nd Hex
3rd Blindness/Deafness
5th Bestow Curse
7th Phantasmal Killer
9th Contagion

Cursed Totem

Your cursed spirits weaken your foes will to fight and live. Choose a creature within 30 feet. The target creature has
              disadvantage on all saving throws. This effect lasts
                    up to 1 minute, requiring your concentration
                                       to maintain.

Hexing Magic

Beginning at 2nd level, your spells are infused with the cursed energy of your spirits. While you are concentrating on a spell, attack rolls are made with advantage against hostile creatures that are affected by the spell or in its area of effect.

Distill Curse

Beginning at 6th level, your spirits' command over cursed energies allows them to draw unwanted magics out of you and your allies. Whenever you complete a short or long rest, you may choose to end any number of curses affecting you. In addition, once per long rest, you can cast the spell remove curse without expending a spell slot.

Malediction

Beginning at 10th level, your cursed spells become even more debilitating. When you cast a spell granted by the cursed spirit spells feature, you can choose an effect from those listed in the bestow curse spell to apply to the target creature.

If you miss the creature with the spell attack roll or the creature succeeds its saving throw to resist the spell, it does not suffer the chosen effect. You can use this feature a number of times equal to your wisdom modifier before completing a long rest.

Transfer Affliction

Beginning at 14th level, your spirits can transfer negative magics from you to your foes. At the beginning of your turn,
   while you are magically afflicted with a ongoing condition
     or spell's effect, you can transfer that condition or effect to
      another creature you can see within 30 feet even while
     incapacitated. The condition or effect immediately ends
         for you, and the target creature suffers the effects of the
         condition or spell for the remaining duration. Your turn
         immediately ends after using this feature.

             You can only transfer a spell's effects if the spell
              level is equal to or less than your shaman spell slot
               level. In addition, you cannot transfer the prone,
              restrained, grappled, or unconscious conditions.

Cursed Manifestation

           At 20th level, your cursed spirits can bind themselves
            to your physical form. Once per long rest, when you
              roll initiative, you can take on the form of an dark,
                  ethereal spirit emanating discomforting energies.

                     When you enter this form, you immediately
                      cast hex and bestow curse on one creature of
                           your choice within 30 feet, without using an
                             action or expending a spell slot. The effects
                             last the duration of your cursed
                           manifestation and do not require your
                       concentration. Your cursed manifestation lasts
                           for one minute and additionally grants you the
                            following benefits:

  • As a bonus action, you can transfer the bestow curse and hex spell from this form to another creature within 30 feet of you.
  • Creatures affected by your hex spell take the extra necrotic damage from all attacks, instead of just yours.

Earthen Spirits

Some primordial spirits come directly from the stones and earth that make up the land. These venerable spirits are steadfast and wise, able to bestow stability and patient strength to those shamans who listen to what the earth has to say.

Earthen Spirit Spells

Shaman Level Spells
2nd Earth Tremor
3rd Maximillian's Earthen Grasp
5th Meld Into Stone
7th Stoneskin
9th Wall of Stone

Earthen Totem

           The spirits of the earth hold their allies steady against
              any force. Choose a creature within 30 feet,
                 including yourself. That creature has advantage on
                     checks or saving throws to avoid being grappled
                      or moved against their will (including via
                       teleportation). In addition, if that creature
                       doesn't move on its turn, attacks have
                     disadvantage against that creature until the
                     beginning of its next turn or until it moves.

Bulwark of Earth

                   Beginning at 2nd level, while you are on the
                    ground, as a bonus action, you can surround
                      yourself in a bulwark of earth. While in the
                       bulwark, you are behind half cover, and you
                      cannot move or be moved unless teleported.
                     You can choose to end the bulwark as a bonus
                  action. The bulwark also ends if you are teleported
               from your space.

Stone Foundation

              Beginning at 6th level, the ground you walk bestows
                primordial stability and endurance. While you are
                 touching the ground, you have advantage on checks
                 advantage on checks and saving throws to avoid
                   being grappled, shoved, restrained, knocked prone,
                    or moved against your will (including via
                    teleportation). In addition, you gain tremorsense
                to a range of 30 feet.

Steadfast Patience

          Beginning at 10th level, your connection to the earth
          grants unmatched patience and endurance. While in
          your bulwark of earth, you cannot lose concentration on
         spells or totems unless you are incapacitated.

One with Earth

  At 14th level, you become one with earth granting you the following benefits:

  • You gain a burrow speed equal to half your base speed.
  • You can cast the spell Meld Into Stone once per short rest as a bonus action, without expending a spell slot.

Earthen Manifestation

At 20th level, in times of need, earthen spirits erupt from the ground and join your form with rock. Once per long rest, when you roll initiative, you can manifest the form of a stone being, as you are enveloped in protective earth and rock.

When you enter this form, you immediately cast erupting earth centered on yourself without using an action or expending a spell slot. When you do so, you can choose to exclude any portion of the spell's area from the effect. This form lasts for one minute and additionally grants you the following benefits:

  • While in this form, you are always considered in your bulwark of earth, regardless of whether or not you are touching the ground.
  • You can move freely while in your bulwark of earth.
  • All attacks against you are made with disadvantage.

Cosmic Spirits

On rare occasions, alien spirits from the space between material worlds will visit a terrestrial body and interact with the planet-bound residents. Cosmic shamans learn to reach out to and befriend these otherworldly, ethereal beings, learning to grasp the powers of celestial bodies.

Cosmic Spirit Spells

Shaman Level Spells
2nd Color Spray (Light),
Magnify Gravity (Gravity)
3rd Lesser Invisibility (Light),
Levitate (Gravity)
5th Daylight (Light), Fly (Gravity)
7th Greater Invisibility (Light),
Gravity Sinkhole (Gravity)
9th Dawn (Light), Telekinesis (Gravity)

Cosmic Totem

Extraterrestrial spirits channel cosmic energy onto the area. Choose a point within 100 feet. Originating from that point, the spirits create a 20-ft radius field of intense gravity and radiation. The weight of everything in the field is doubled. At the beginning of their turn, each creature in the field must make a constitution saving throw against your spell save DC. On a failed save their speed is halved and they take an amount of radiant damage equal to your shaman level plus your wisdom modifier. These effects last up to 1 minute, requiring your concentration to maintain.

Stellar Energy

At 2nd level, you learn cosmic power from your otherworldly spirits allowing you to either channel radiation from both the stars and distant supernova detonations into light or summon the gravitational powers of nearby celestial bodies. Choose either light or gravity. Your choice affects some of the subclass features, including the cosmic spirit spell list.

You learn either the light (light) or mage hand (gravity) cantrips. If you already know the cantrip, you may choose another from the shaman
        spell list.

    In addition, while you are outside, you can use your bonus action to absorb cosmic energy and regain a number of hitpoints equal to half your shaman level (rounded down) plus your wisdom modifier. You can do this a number of times equal to your proficiency bonus before completing a long rest.

Freedom of the Void

Beginning at 6th level, you no longer limited by ordinary terrestrial movement. You can choose to hover 1 foot above the ground as you move. While doing so, you are unaffected by difficult terrain and cannot have your speed magically reduced, unless it is reduced to 0.

In addition, you gain darkvision to a range of 60 feet, or the range of your darkvision increases by 30 feet.

Outer Being

At 10th level, your form becomes increasingly alien as it takes on the attributes of celestial bodies. You gain the benefits depending on your choice of either light or gravity:


Light. Your skin glows unearthly iridescent shades as you passively generate powerful electromagnetic radiation. Creatures that end their turn within 10 feet must make a constitution saving throw against your spell save DC. On a failed save a creature takes radiant damage equal to 2d8 plus your wisdom modifier and is blinded until the end of their next turn. On a successful save, a creature is not blinded and takes only half damage. You can freely stop or start radiating on your turn, without using an action.


Gravity. Your form generates an exceptionally powerful gravitational field in a 15-ft radius. Creatures treat the field as difficult terrain. In addition, creatures within that radius must make a strength saving throw against your spell save DC to move away from you. You can freely stop or start generating the gravity field on your turn, without using an action.

Extraterrestrial

Beginning at 14th level, the constraints of planetary bodies no longer limits you, granting you the following benefits:

  • You gain a flying speed equal to your base speed.
  • You no longer need to breathe.

Cosmic Manifestation

At 20th level, the your cosmic spirits manifest with you into an otherworldly form. Once per long rest, when you roll
  initiative, you can manifest the form of an ethereal being of
    void-like darkness with scattered pinpoints of stellar light
     across your body. This form lasts for one minute and
      grants you the following benefits:

  • You gain both benefits from the "Outer Being" feature.
  • Your size becomes large and you shed bright light in a 20-ft radius and dim light an additional 20 feet.
  • Light. If you chose light at 2nd level, the radius of your "Outer Being" radiation extends up to 30 feet, deals 4d8 radiant damage, and affects only creatures you choose.
  • Gravity. If you chose gravity at 2nd level, the radius of your gravitational field extends 60 feet and affects only creatures
      you choose. In addition, as a bonus action, you can change
      the center of the gravitational field to any point you can see
       within 120 feet; the field remains there until your cosmic
         manifestation ends or you move it again.

Divine Spirits

Some shamans are blessed with the presence of divine spirits, acting as guardians to the shaman and their allies. These angelic spirits are fiercely protective, granting the shaman the power to ward off foes and stand against the presence of evil physically and spiritually.

Many of these shamans are servants of the divine, having chosen to worship a particular god. Others have simply been chosen by diety, or have some divine heritage or birthright.

Divine Spirit Spells

Shaman Level Spells
2nd Bless
3rd Aid
5th Aura of Vitality
7th Aura of Life
9th Summon Celestial

Divine Totem

You beseech angelic spirits to aid and protect an ally. Choose a creature you can see within 30 feet, including yourself. The target creature gains a bonus to saving throws and attack rolls equal to your wisdom modifier. These effects last up to 10 minutes and require your concentration to maintain.

In addition, while affected by this totem, the target creature can choose to reroll a failed saving throw. However, this dismisses the angelic spirits assisting the creature causing the totem effect to end.

Guardian Angel

Beginning at 2nd level, your spirit guide acts as a guardian angel, protecting you from danger. Once per short or long rest, you can reroll a failed saving throw.

In addition, when your spirit magic feature lets you learn
a new shaman cantrip or spell, you may choose the new
spell from the cleric or shaman lists. You must obey all
the normal restrictions for selecting the spell, and it
becomes a shaman spell for you.

Guide from Evil

Beginning at 6th level, your divine spirits hold a natural inclination towards good and disdain for evil. You may cast the spell Detect Evil and Good a number of times per long rest equal to your wisdom modifier (minimum of once) without expending a spell slot.

Protective Magic

Beginning at 10th level, your spells bestow merciful healing energies. When you target a creature with a non-cantrip spell, you may choose to grant that creature the benefits of the protection from evil and good spell for 1 minute. You may do this a number of times equal to your wisdom modifier before completing a long rest.

Miraculous Spell

Beginning at 14th level, your magic is infused with miraculous divine power. Once per long rest, when you cast a spell, you may choose a creature that was either targeted or within the area of effect of the spell. That creature undergoes the effects of either the lesser restoration or greater restoration spells (your choice), allowing you to end one relevant effect or condition afflicting that creature.

Divine Manifestation

At 20th level, your spirits grant you a divine form. Once per long rest, when you roll initiative, you can manifest the form of an angel, emanating merciful power. This form lasts for one minute and grants you the following benefits:

  • You shed bright light in a 20-ft radius and dim light an additional 20 feet.
  • You gain a pair of angelic wings, giving you a flying speed equal to your base speed.
  • Whenever a creature within 30 feet takes damage, you can use your reaction to reduce the triggering damage by half.

Behemoth Spirits

Some of the most awe-inspiring creatures found in nature are behemoths, such as the mammoths, great dinosaurs, or other legendary beasts. Some shamans commune with these massive spirits and learn to become behemoths themselves.

Often, these shamans live amongst surviving groups of these creatures. Others learn about an ancient beast when they discover a giant skeleton or fossil and then choose to seek out the deceased creature's spirit.

Behemoth Spirit Spells

Shaman Level Spells
2nd Earth Tremor
3rd Enlarge/Reduce
5th Erupting Earth
7th Stoneskin
9th Polymorph

Behemoth Totem

Behemoth spirits grant immense size and power. Choose a creature within 30 feet, including yourself. The target grows one size larger, and their strength score increases by 4. These effects last up to 10 minutes, requiring your concentration to maintain.

Giant Size

                                                             Beginning at 2nd level,
                                                               your shaman spells carry
                                                                the power of behemoth
                                                                 stature. When you cast a
                                                             non-cantrip spell, you may
                                                        choose to become one size
                                                      larger than normal for one
                                                   minute. This size increase does
                                                  not stack with other effects that
                                                 increase your size.

                                                 In addition, while you are
                                              larger than normal from any effect,
                                               your current and maximum hp
                                              increase by an amount equal to
                                              your shaman level plus your
                                         wisdom modifier, and you have
                               advantage on strength checks and saving
                             throws.

Trample

                        At 6th level, you learn to use your immense size
                      to throw your opponents off balance. On your
                     turn, when you move to within 5 feet of a
                   creature, you may choose to trample that creature
              if you are at least one size larger. When you do so,
            you make a contested athletics check against that
    creature's athletics or acrobatics. If you win the contest,
   the creature is knocked prone and takes damage equal to your shaman level plus double your strength modifier.

Gargantuan Size

At 10th level, you become capable of growing to even larger sizes, gaining unnatural durability and resilience. When you use the giant size feature to grow, you may choose to become two sizes larger instead of one.

In addition, creatures that are smaller than you have disadvantage on attack rolls against you.

Massive Polymorph

Beginning at 14th level, you can alter yourself or others to take on the form of behemoth creatures. Once per long rest, you may use your action to cast the spell polymorph without expending a spell slot. When you do so, the target of the of the spell is additionally under the effects of the enlarge option of the enlarge/reduce spell while polymorphed.

Behemoth Manifestation

At 20th level, you learn to take on the form of a true behemoth. Once per long rest, when you roll initiative, you can grow up to three sizes larger. This form lasts for one minute and grants you the following additional benefits:

  • Your strength score increases by 6.
  • Your reach with melee attacks extends by 10 feet if you are huge or larger.
  • You can make one unarmed attack as a bonus action on your turn. This attack roll uses your strength and deals bludgeoning damage equal to 1d12 plus your strength modifier.

Shaman
Spell List

Cantrips

Acid Splash
Booming Blade
Chill Touch
Control Flames
Create Bonfire
Dancing Lights
Friends
Green-Flame Blade
Guidance
Gust
Infestation
Magic Stone
Mending
Minor Illusion
Mold Earth
Poison Spray
Primal Savagery
Sapping Sting
Shape Water
Shillelagh
Spare the Dying
Toll the Dead

1st Level

Absorb Elements
Cause Fear
Charm Person
Cure Wounds
Detect Magic
Detect Poison and Disease
Earth Tremor
Entangle
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Hex
Jump
Longstrider
Protection from Evil
   and Good
Purify Food and Drink
Snare
Thunderwave
Witch Bolt

2nd Level

Borrowed Knowledge
Darkness
Darkvision

Dust Devil
Earthbind
Enhance Ability
Enthrall
Gust of Wind
Healing Spirit
Hold Person
Invisibility
Lesser Restoration
Locate Object
Mind Spike
Moonbeam
Pass without Trace
Protection from Poison
Ray of Enfeeblement
Shatter
Skywrite
Suggestion
Warding Wind
Wither and Bloom

3rd Level

Counterspell
Daylight
Dispel Magic
Enemies Abound
Erupting Earth
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Meld into Stone
Protection from Energy
Remove Curse
Spirit Shroud
Thunderstep
Tongues
Vampiric Touch
Wind Wall

4th Level

Banishment
Blight
Charm Monster
Confusion
Dimension Door
Dominate Beast
Elemental Bane
Freedom of Movement
Hallucinatory Terrain

Locate Creature
Polymorph
Raulothim's Psychic Lance
Shadow of Moil
Sickening Radiance
Stone Shape
Stoneskin

5th Level

Contact Other Plane
Contagion
Control Winds
Dominate Person
Dream
Enervation
Far Step
Freedom of the Winds
Geas
Greater Restoration
Hold Monster
Insect Plague
Mass Cure Wounds
Reincarnate
Scrying
Synaptic Static
Transmute Rock
Wall of Stone

6th Level

Bones of the Earth
Circle of Death
Eyebite
Find the Path
Flesh to Stone
Heal
Heroes' Feast
Investiture of Stone
Investiture of Wind
Mass Suggestion
Move Earth
Primordial Ward
Scatter

Soul Cage
Sunbeam
True Seeing
Wind Walk

7th Level

Crown of Stars
Dream of the Blue Veil
Etherealness
Mirage Arcane
Plane Shift
Power Word Pain
Regenerate
Reverse Gravity
Whirlwind

8th Level

Antipathy/Sympathy
Control Weather
Demiplane
Dominate Monster
Earthquake
Feeblemind
Maddening Darkness
Power Word Stun
Sunburst

9th Level

Astral Projection
Foresight
Imprisonment
Mass Heal
Mass Polymorph
Power Word Heal
Power Word Kill
Psychic Scream
Ravenous Void
True Resurrection
Weird

The Shaman

A pact-caster class for those who could use some spiritual guidance. Draw upon totemic powers and commune with the spirit world with eight sets of shamanic spirits: Ancestor, Draconic, Nature, Cursed, Earthen, Cosmic, Divine, and Behemoth.

The Cavalier

Cavalier

An elf directs her mount, a sleek black panther, towards her target, a rampaging ogre. As they approach, she lowers her great spear just before it slams devastatingly into the ogre's thigh, sending it sprawling to the ground.

His allies routing, an armored knight atop a winged wyvern, swoops down to the battlefield. He raises his banner to the sky, shouting a heartening battlecry. The nearby warriors, bolstered by the sight of the standard, turn back to face their enemy once more.

Seeing the oncoming, rampaging orcs, a dwarvish warrior plants his pike into the ground, bright heraldric ribbons flowing from its shaft. He draws his axe as his comrades assemble around him, empowered by his valiant bravery and inspiring heraldry.

When one speaks of great heroes of legend, atop a beautiful steed, weapon in hand, they are speaking of cavaliers. Known for their encouraging presence and unique, rousing heraldry, these great warriors enter the battlefield atop a loyal mount, whether it be a stallion, a wyvern, or anything in between. The heart of cavaliers, though, is their ability to bolster their allies, inspiring them to unleash their full potential.

Heroic Chivalry

Cavaliers are trained warriors, proficient in the use of a variety of weapons and armor. They pride themselves in their martial prowess, but even more so in their honor and heroism. Cavaliers are known for their bravery, taking the battlefield quickly and decisively on top of their loyal mount.

Most importantly, cavaliers are natural leaders, who inspire their allies with their charisma, allowing them to fight with greater heroism and bravery. A cavalier's true might is not only found in their own strength, but the strength they rouse in their comrades.

Honorable Campaign

Cavaliers set off on adventure to seek glory and honor.
On their adventures, cavaliers will often try to be
heroes, attempting to prove their honor, bravery,
mercy, or some other heroic attribute in whatever
challenges they encounter. Because of this,
cavaliers bravely lead the charge against whatever
terrible monsters or villains that stand in their way
or threaten their allies.

In an adventuring party, cavaliers engage
enemies in melee to take the focus off
of their allies. However, cavaliers are rarely
stationary, preferring to use their superior
mobility granted by their mount to control
the battlefield and hit the enemy where it
will hurt the most. Cavaliers also make
the most of heraldry and banners to
inspire allies and dismay foes, using their
great heroism and charisma to win the
battle of morale.

Creating a Cavalier

One important question to consider for your cavalier is how you gained their martial skills in combat. Were you a noble who received formal mounted combat training? Are you a self-taught warrior? Maybe a retired cavalier passed knowledge onto you and trained you?

Also, consider the nature of your mount. Determine the type of creature you would like as your mount, then look at the options in the "Mount Archetypes" section following the main class features. Next, determine how you earned the loyalty of your mount. Was it given to you as part of your training? Did you happen upon an injured creature and nursed it back to health? Or did you simply purchase it from a breeder/trainer?

Lastly, consider the nature of your heraldric banner which you gain the benefits of at 2nd level. Determine what type of object your banner is. It could be an actual standard, a decorative pennant attached to your weapon, emblazoned armor, or any displayable object that can uniquely designate you. Also, determine how you obtained your banner. Did you inherit it by birthright, passed down through your noble lineage? Is it a simple warbanner roughly made to rally your allies in combat? Or is it some trinket or article of clothing that has inadvertently begun to symbolize you?

Quick Build

You can make a cavalier quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Charisma and Constitution. Second, choose the noble background. Third, choose the equine nature for your
mount.

The Cavalier Table
Level Proficiency
Bonus
Features Valor Die Fleet Mount
1st +2 Cavalier's Mount, Fighting Style 1d4
2nd +2 Heraldic Banner, Charge 1d4
3rd +2 Cavalier Order, Fleet Mount 1d4 +10 ft.
4th +2 Ability Score Improvement 1d4 +10 ft.
5th +3 Extra Attack 1d4 +10 ft.
6th +3 Steadfast Champion 1d6 +15 ft.
7th +3 Order Feature, Mount Feature 1d6 +15 ft.
8th +3 Ability Score Improvement 1d6 +15 ft.
9th +4 Heroic Banner 1d6 +15 ft.
10th +4 Unstoppable Charge 1d6 +20 ft.
11th +4 Order Feature 1d8 +20 ft.
12th +4 Ability Score Improvement 1d8 +20 ft.
13th +5 Renowned Banner 1d8 +20 ft.
14th +5 Valiant 1d8 +25 ft.
15th +5 Order Feature, Mount Feature 1d8 +25 ft.
16th +5 Ability Score Improvement 1d8 +25 ft.
17th +6 Legendary Banner 1d10 +25 ft.
18th +6 Order Feature 1d10 +30 ft.
19th +6 Ability Score Improvement 1d10 +30 ft.
20th +6 Heroic Charge 1d10 +30 ft.

Class Features

As a Cavalier, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per cavalier level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per cavalier level after 1st.

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Performance, Persuasion

Equipment

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

  • (a) a martial weapon and a shield
    or (b) two martial weapons
  • (a) chain mail or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) four javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a military or exotic saddle fitted to your mount

Cavalier's Mount

Beginning at 1st level, you are trained in the use of mounts in and out of combat, and have gained your own loyal mount. You gain the following benefits:

  • You have advantage on checks and saving throws to remain mounted.
  • You only spend 5 feet of movement to mount or dismount.
  • You may use your charisma modifier in place of wisdom for animal handling checks involving your mount.

Mount Archetype

In addition, at 1st level,
choose one option from the
list of Mount Archetypes.
This represents the kind of
creature your mount is and
grants your mount features at
levels 1, 7, and 15.

Combat Mount

You have an trained bond with
your mount, allowing you to closely
control its actions. Your mount's
initiative matches yours, it cannot
use reactions, and it has only three
action options, Dash, Disengage, and
Dodge, unless you use your bonus action
to direct it to take another action while you
are riding it. You can take your and your mount's actions
and movements in any order.


Cavalier's Mount

Large Beast (depends on archetype)


  • Armor Class 12 + Dex + PB (Natural Armor)
  • Hit Points 3 + seven times your cavalier level (your mount has a number of hit dice [d8s] equal to your cavalier level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15(+2) 12(+1) 15(+2) 6(-2) 10(+0) 8(-1)

  • Saving Throws Con +2 +PB, Str +1 +PB
  • Skills Athletics +2 +PB
  • Senses Passive Perception 10
  • Languages Instinctively understands its cavalier.
  • Proficiency Bonus (PB) equals your bonus

Features

Archetype. At 1st level you choose an archetype for your mount. This archetype grants your mount features at levels 1, 7, and 15.

Find Cavalier. Your mount has a deep connection with you spanning any distance. As long as your mount is on the same plane as you, it knows your location and can make its way back to you if nothing prevents it from doing so.

Actions

Attack. Requiring your bonus action while mounted, you direct your mount to make one attack with natural weapons, such as hooves or claws. Str/Dex + PB to hit, reach 5 ft., one target. Hit: Bludgeoning, piercing, or slashing damage (your choice when you select your mount's archetype) equal to your valor die + its Str/Dex modifier.

Your mount makes
death saving throws like a player
character. If your mount dies or is otherwise lost, you may find and bond with a new mount over the next 24 hours while adventuring (at your DM's discretion). The new mount must be the same archetype as the original.

See your mount's statistics in the preceding stat block, which uses your proficiency bonus (PB) in several places.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

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

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 in that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to protect any creature other than your mount.

Two-Weapon Fighting

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

Heraldric Banner

 At 2nd level, you create or otherwise earn heraldry unique to you, emblazoned on a banner. This banner may be a standard attached to you or your mount, a pennant flowing from your weapon, or possibly an emblazoned cloak, tabard, or helm. You can have the banner attached to you or your mount. Also, while you have the banner, you can plant it in the ground as a bonus action.

If you lose your banner, you can usually requisition a replacement or get the materials to make one for 20 gold pieces in most settlements, at your DM's discretion.

Choose one of the following options for your banner. While you are within 60 feet of your banner, you may use your bonus action to grant the effects to a creature of your choice you can see within 60 feet of the banner. You can do this a number of times equal to your charisma modifier (minimum of once) before completing a short or long rest.

  • Despairing Banner. Your banner demoralizes your foes. The target creature has disadvantage on the next saving throw it makes within the next minute.
  • Inspiring Banner. Your banner inspires courage in your allies. The target creature has advantage on attack rolls until the end of your next turn.
  • Intimidating Banner. Your banner strikes fear and unease in your enemies. The target creature has disadvantage on attack rolls until the end of your
    next turn.
  • Rallying Banner. Your banner boosts the morale of your allies. The target creature has advantage on the next saving throw it makes within the next minute.

Charge

                                         At 2nd level, you valorously charge
                                          towards enemies, using your speed to
                                         deal devastating blows. When you
                                     move at least 15 feet directly towards a
                                    creature, your next melee attack that
                              targets that creature on your turn deals an
                            extra 1d4 damage on a hit.

                      The extra damage changes as you gain
                     cavalier levels, as shown in the Valor Die column
             of the Cavalier table. You do not need to be mounted
             to benefit from this feature.

Fleet Mount

    At 3rd level, the trust between you and your mount
  deepens, giving it the confidence to charge bravely in combat. While you are riding your mount, its speed increases by 10 feet. This speed bonus improves as you gain cavalier levels, as shown in the Fleet Mount column of the Cavalier Table.

Cavalier Order

At 3rd level, you pledge yourself to the edicts of a particular cavalier order. Choose one of the cavalier orders listed after the main class features. Your chosen order has particular edicts you must follow, and grants you features at levels 3, 7, 11, 15, and 18.

At your DM's discretion, choosing not to follow your order's edicts can result in the loss of order features for 24 hours.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

While riding your mount, you can choose to only attack once to allow your mount to also make one melee attack as part of your attack action.

Steadfast Champion

Beginning at 6th level, you and your mount are exceptionally valiant and steadfast in your loyalties. You and your mount are immune to the frightened and charmed conditions.

Heroic Banner

At 9th level, your banner has become a resolute symbol of heroism to your allies. When you use your bonus action to target a creature with your banner, that creature gains temporary hit points equal to one roll of your valor die plus your charisma modifier. Only one creature may benefit from these temporary hit points at a time.

Unstoppable Charge

Beginning at 10th level, you are adept at following through with your charging strikes. When you deal extra damage to a creature with the charge feature, that creature cannot make opportunity attacks against you or your mount (if you are mounted) until the beginning of your next turn.

Renowned Banner

Beginning at 13th level, your banner is well-known throughout the land. Choose one of the following options for your banner. The chosen option grants a passive effect that does not need to be activated.

  • Valiant Banner. Your banner inspires valiant bravery and fortitude in your allies, even in the face of danger. Once per turn, when an allied creature within 30 feet of the banner takes damage, the damage is reduced by an amount equal to your charisma modifier.
  • Mighty Banner. Your banner rouses your allies to make mighty attacks. Once per turn, when an allied creature within 30 feet of the banner hits with an attack,
    the attack deals extra
    damage equal to
    your charisma
      modifier.
  • Steadfast Banner. Your banner stirs unshakeable resoluteness in your allies to resist mental assault. Allied creatures within 30 feet of the banner are immune to the frightened and charmed conditions.

Valiant

Beginning at 14th level, your personal sense of honor and heroism pushes you to fight through injury and fatigue. Once per short or long rest, you can use your bonus action to regain hit points equal to two rolls of your valor die plus your cavalier level and your charisma modifier.

Legendary Banner

Beginning at 17th level, your banner is known by nearly every soul, striking fear or courage into people's hearts with its mere presence. Choose a second effect from either the heraldric banner or renowned banner features. Your banner gains this additional effect.

Heroic Charge

At 20th level, your charges are a terrifying and disorienting ordeal for your foes. When you make an attack that qualifies for charge damage, the attack counts as a critical hit on a roll of 19 or 20.

In addition, when you deal extra damage with the charge feature, the target creature must make a constitution saving throw (DC = 8 + your proficiency bonus + your charisma modifier). On a failed save, the creature is knocked prone and is stunned until the end of your next turn.

Multiclassing

Prerequisites. To qualify for multiclassing with the Cavalier
       class, you must meet these prerequisites: 13 Strength or
          Dexterity and 13 Charisma.
               Proficiencies. When you multiclass into the
                      Cavalier class, you gain the following
                           proficiencies: Light armor, medium armor,
                                         shields, simple weapons, and
                                                      martial weapons.

Mount Archetypes

The following archetypes represent the type of creature your mount is. These grant your mount various benefits at levels 1, 7, and 15. If your mount dies, any replacement mount must be the same archetype as the original.

Multiple archetypes might fit a creature you plan to have as mount. In this event, choose the most appropriate archetype that matches your desired mount.

Amphibian

Masters of land and water, amphibious mounts grant a large degree of travel flexibility for their cavaliers in semi-aquatic environments. Your mount's creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's scales or shell grants it a +1 to AC. In addition, your mount gains a swim speed equal to half its walking speed and can breathe underwater for up to 10 minutes before beginning to drown.
  • Beginning at 7th level, your mount's swim speed increases to its full walking speed. If you cannot breathe underwater, you learn to hold your breath for a number of minutes equal to 5 + your constitution modifier, before beginning to drown.
  • Beginning at 15th level, your mount has incredible regenerative abilities. Once per long rest, while it has less than half its hit points remaining, your mount can use a
             bonus action to restore hit points equal to half its
                    maximum (rounded down).

Aquatic

Aquatic creatures are masters of the sea, able to survive in diverse, unfriendly environments underneath the waves. Your mount's creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's walking speed is replaced by a swim speed, and your mount can breathe underwater indefinitely.
  • Beginning at 7th level, your mount's scales or tough hide give it a +1 bonus to AC. In addition, if you cannot breathe underwater, you learn to hold your breath for a number of minutes equal to 5 + your constitution modifier, before beginning to drown.
  • Beginning at 15th level, your mount gains resistance to cold damage and has advantage on check and saving throws to avoid having its speed reduced by difficult terrain, spells, etc. This includes effects that would cause your mount to be paralyzed or restrained.

Behemoth

An unconventional choice, behemoth mounts provide a massive source of strength and sheer bulk in combat, but are somewhat slower and can be difficult to utilize in smaller spaces. Examples of behemoth mounts include elephants, dire bears, etc. Your mount's creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's size is huge and its strength score increases to 18, improving its attack rolls, damage, and its athletics checks by two. In addition, its constitution score increases to 16, granting it additional hit points equal to your cavalier level. However, your mount only gains half the speed benefit of the fleet mount feature rounded down to the nearest 5 feet (e.g. if fleet mount normally grants an additional 15 feet movement, your mount gains only 5).
  • Beginning at 7th level, when you deal extra damage with the charge feature while riding your mount, the target creature must make a strength saving throw (DC = 8 + your proficiency bonus + mount's strength modifier). On a failed save, the creature is knocked prone and takes bludgeoning damage equal to two rolls of your valor die.
  • Beginning at 15th level, creatures that are smaller than your mount have disadvantage on melee attacks against your mount and you (while you are riding your mount).

Compact

              The mount of choice for smaller individuals,
                 compact mounts are much easier to manage in
                tight places and tend to be much more dexterous
             than their larger counterparts. Compact mounts
         include mastiffs, boars, wolves, etc. Your mount's
           creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's size is medium. You must be small or smaller to ride your mount. It's dexterity score increases to 16, granting it a +2
      bonus to AC.
  • Beginning at 7th level, your mount's nimbleness allows it to attack while carrying you. When you use your action to attack a creature within 5 feet, your mount can use its action to attack the same creature.
  • Beginning at 15th level, your mount can dash as a bonus action.

Draconic

You have gained the companionship of a young
dragon or wyvern. Dragons are awe-inspiring
creatures who dominate the skies and land with their
wings and elemental breath. Your mount's creature
type is dragon.

  • Beginning at 1st level, your mount's intelligence
    and charisma scores are 10 and 16, respectively,
    and it knows how to speak draconic. In addition,
    while not carrying passengers, your mount has a
    flying speed equal to its walking speed.
  • Beginning at 7th level, once per short or long rest,
    your mount can make a breath attack as an action,
    when directed. At 7th level, choose acid, cold, fire, lightning, or poison, and a 30-ft line or 15-ft cone.
    Your mount's breath attack affects the chosen area
    and deals damage (of the chosen type) equal to
    four rolls of your valor die. Affected creatures
    make a dexterity saving throw (DC = 8 + your
    proficiency bonus + mount's charisma
    modifier), taking half damage on a success.
  • Beginning at 15th level, your mount retains its
    flying speed while carrying you.

Equine

Your mount is a tried and true stallion or similar
creature. These beasts are known for their speed
and stamina, making them an obvious choice for
many cavaliers. Your mount's creature type is beast.

  • Beginning at 1st level, your mount's constitution
    score increases to 16, granting it additional hit points equal to your cavalier level. In addition, your mount's speed increases by 10 feet.
  • Beginning at 7th level, your mount's dexterity increases
    to 14, granting it a +1 bonus to AC.
  • Beginning at 15th level, your mount can dash as a
    bonus action.

Reptilian

Reptilian mounts are known for their quick dexterity and ability to scale walls and trees. These mounts include giant lizards, crocodiles, etc. Your mount's creature type is beast or monstrosity (your choice).

  • At 1st level, your mount gains proficiency in stealth, adding your proficiency bonus to its stealth checks.
  • Beginning at 7th level, your mount gains a climb speed equal to its walking speed.
  • Beginning at 15th level, your mount's dexterity increases to 16, granting it a +2 bonus to AC.

Subterranean

All manner of strange creatures make underground regions their home. These creatures are adept at seeing in the dark and navigating uneven terrain. Your mount's creature type is beast, monstrosity, or aberration (your choice).

  • Beginning at 1st level, your mount has dark vision to a range of 120 feet and ignores the effects of difficult terrain.
  • Beginning at 7th level, your mount gains a climb speed equal to its walking speed.
  • Beginning at 15th level, your mount gains tremorsense to a range of 30 feet.

Winged

Winged mounts include
both large avians as well as monstrous,
partially-avian creatures such as griffons
or hippogriffs. These creatures are known for their expert flying and powerful eyesight. Your mount's creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's wisdom score increases to 16, increasing its (passive) perception by 3. In addition, while not carrying passengers, your mount has a flying speed equal to its walking speed.
  • Beginning at 7th level, while you are riding your mount, it can safely glide down from any height, negating damage from falling. In addition, your mount gains advantage on perception checks relying on sight and gains a +5 bonus to its passive perception.
  • Beginning at 15th level, your mount retains its flying speed while carrying you.

Cavalier Orders

As a cavalier gains some experience, they are drawn to dedicate themselves to a particular cavalier order. Each order epitomizes a particular ideal of cavalier chivalry, such as peace, loyalty, or strength.

Members of an order follow particular edicts stressing the importance of their chosen ideal. A cavalier's dedication to these edicts grants them improved capabilities, which can be lost should the cavalier choose to ignore their principles. You gain features from your choice of order at levels 3, 7, 11, 15, and 18.

Order of the Sword

The Order of the Sword dedicates itself to a balanced practice of chivalry, giving equal consideration to all virtues, such as courage, honor, and justice. Cavaliers who favor a tempered approach to their morals fit in well with this order.

The sword is the symbol of choice for the order as it represents balance. Just as a sword must be properly balanced, so too must cavaliers balance their virtues and apply wisdom to each unique situation.

Sword Edicts

  • Avoid extremism and instead seek a principled
    middle ground.
  • Use wisdom and a tempered attitude in your
    choices and deeds.
  • Do not allow one virtue to overshadow others.

Banner of
the Sword

                                                              Beginning at 3rd level,
                                                             your banner brings
                                                            stability and calm to those
                                                           in its presence, granting it
                                                          the following effect:

                                                    Banner of the Sword. Once
                                                      per round, when a creature
                                                     within 60 feet of the banner
                                                       makes a roll with advantage
                                                       or disadvantage, you may
                                                     cause the roll to have neither
                                                      advantage, nor disadvantage.
                                                      This effect does not require
                                                      an action.

Unbiased Perception

                                         Beginning at 3rd level, you do not
                                        allow preconceptions or biases to
                                       cloud your perception. You gain
                                      proficiency in insight or perception (or
                                    another cavalier class skill if already
                                proficient in both).

Balanced Charge

                       Beginning at 7th level, even in an offensive
                     charge, you do not let your defenses drop. When
                   you use the charge feature to deal extra damage to
  a creature, you gain a bonus to your AC against that creature's attacks equal to your charisma modifier until the beginning of your next turn.

Impartial Effort

 Beginning at 11th level, you learn to apply yourself in a steady, sustainable way towards your goals and efforts. If you are proficient in a skill, you may choose to treat checks using that skill as if you had rolled a 12 on the d20, instead of making a roll.

You must choose to use this feature before you make the roll. You may do this a number of times equal to your charisma modifier before completing a long rest.

Stable Mind

At 15th level, you master your mind and emotions. You make intelligence, wisdom, and charisma saving throws with advantage.

Exemplar of Balance

Beginning at 18th level, you exemplify perfect balance in combat, never overextending, yet never hesitating. You gain the following benefits:

  • While you are not incapacitated, critical hits targeting you are considered normal hits.
  • When you make an attack roll, you can treat a roll of 9 or lower as a 10.

Order of the Flame

Glory and prestige. These are the ultimate goals of each member of the Order of the Flame. The order emphasizes performing glorious acts and making them known throughout the land as a way to grant hope to the innocent or to dismay the unjust.

Just as a fire burns bright, destroying what it must, a cavalier should seek radiant glory through the destruction of villains and monstrous creatures. A powerful blaze can bring warmth and comfort, or it can scorch and incinerate. It all depends on where you stand.

Flame Edicts

  • Seek opportunities for prestige and fame.
  • Celebrate your accomplishments, that others may know of your renown.
  • The greater the foe, the greater the glory.

Banner of the Flame

Beginning at 3rd level, glorious flames wreath the design of your banner, granting it the following effect:

Banner of the Flame. Your banner inspires your allies to make magnificent killing blows. When you or an allied creature within 60 feet of the banner makes a critical hit, they roll the attack's damage die an additional time (typically a total of three rolls), to determine damage.

Heroic Composure

Beginning at 3rd level, you internalize your sense of heroism, giving yourself unshakeable self-confidence. You have advantage on charisma saving throws.

Triumphant Blow

Beginning at 7th level, you relish the opportunity to best a foe in combat. Once per round, when you hit a creature
with a melee attack, you gain temporary hit
points equal to your
charisma modifier.

Witness Greatness

Beginning at 11th level, you have advantage on charisma skill checks towards creatures that have seen you in combat within the last hour.

In addition, choose a skill you are proficient in from amongst persuasion, intimidation, or deception. Your proficiency bonus is doubled for those skill checks.

On to Glory!

Beginning at 15th level, you inspire your allies to press the advantage in battle and achieve a glorious victory. When you or an allied creature within 30 feet reduce a small or larger hostile creature to 0 hit points, the triggering creature has advantage on attack rolls for the next minute.

Radiant Presence

Beginning at 18th level, your offense is like a blaze, purging the land of your foes in an awe-inspiring display. You gain the following benefits:

  • When you hit a creature with a melee attack, all other hostile creatures within 10 feet must make a wisdom saving throw (DC = 8 + your proficiency bonus + your charisma modifier). On a failed save, the creature is charmed by you until the end of your next turn. If you deal damage to a creature charmed this way, they are no longer charmed. On a successful save or once the effect ends, a creature is immune to this effect for 24 hours.
  • Your attacks against charmed creatures automatically hit. You may still make attack rolls to determine
    if you critically hit.

Order of the Rose

The Order of the Rose is dedicated to preserving peace and life throughout the land. They seek to resolve conflicts peacefully wherever possible, but don't hesitate to draw their blade to defend innocent life when necessary.

The emblem of choice for this order is the rose. Beautiful and pure, roses remind their beholders of the beauty of life. But just as a rose has thorns, these cavaliers will strike back at those who threaten to pluck that life.

Rose Edicts

  • Wherever possible, find peaceful resolutions
    for a conflict.
  • Honor the life of all beings; taking life can
    never be done lightly.
  • Stop those who threaten the lives of the innocent.

Banner of the Rose

Beginning at 3rd level, your banner gives the hope of life and peace to your allies, granting it the following effect:

Banner of the Rose. When an allied creature within
   30 feet of the banner is reduced to 0 hit points, they
                                        automatically succeed on one
                                                         death saving throw.

Peacemaker

Beginning at 3rd level, you are skilled at resolving conflict peacefully and finding the middle ground between opposing groups. You gain proficiency in persuasion (or another cavalier skill if already proficient).

Inner Peace

Beginning at 7th level, you have mastered internal peace allowing you to remain patient while enduring pain and difficulty. Once per short or long rest, when you take damage, you may choose to reduce the damage taken by an amount equal to your cavalier level plus double your charisma modifier.

Harmonious Resolution

Beginning at 11th level, you are adept at ending combats with minimal harm by convincing a foe to stand down. This may take the form of disarming/restraining a foe or proving your martial superiority causing them to submit.

When you reduce a creature to 0 hit point with non-lethal damage, you may choose to render them incapacitated and unable to move for 10 minutes, but still conscious. When you do so, you are invigorated in the nonviolent resolution and gain temporary hit points equal to your cavalier level. If the creature regains any number of hit points, they are no longer incapacitated or unable to move.

Rose's Thorns

Beginning at 15th level, you recognize and efficiently vanquish dangerous individuals in order to protect the innocent. As a bonus action, you can choose a target
   creature that has dealt damage since your last turn. Your
     attacks deal an extra valor die of damage to that creature
        for the next minute.

            You can only have one creature selected with this
             feature at a time. You can use this feature a number
           of times equal to your charisma modifier before
        completing a long rest.

Peerless Mediator

             Beginning at 18th level, your encouraging presence
               and powerful speech diminish your enemies'
                conviction and aggression. Your proficiency bonus
                   is doubled for persuasion checks.

               In addition, once per long rest, as a bonus action,
                choose any number of creatures that you can see.
               For the next minute, those creatures suffer the
               following drawbacks:

  • When a chosen creature makes a critical hit, it instead counts as a normal hit.
  • Damage dealt by chosen creatures is reduced by an amount equal to your charisma modifier.
  • Chosen creatures must make a charisma saving throw (DC = 8 + your proficiency bonus + your charisma modifier) when they target an incapacitated creature with an attack. On a successful save, they target the creature as normal. On a failed save, they do not attack and the action, bonus action, or reaction they used is wasted.

Order of the Dragon

The Order of the Dragon emphasizes loyalty to one's allies and comrades over all else. They believe that strength comes through giving up your own desires in favor of the group. When each individual acts for the good of the whole, everyone benefits.

Despite generally being solitary creatures, dragons have been adopted as the symbol of choice for this order. Members of the order often revere Bahamut, the platinum dragon, as the epitome of loyalty in his partnership with the god of law, Torm.

Dragon Edicts

  • Value the lives of your allies, as you value your own.
  • Never allow someone to face danger alone.
  • Serve and protect each of your companions for the good of the group.

Banner of the Dragon

                                Beginning at 3rd level, your banner
                             inspires selfless teamwork and cohesion
                            amongst your allies, granting it the following
                           effect:

                        Banner of the Dragon. When an allied
                              creature is within 30 feet of your banner,
                                  they can use their reaction to assist
                                  another allied creature within 5 feet that
                                     is making a saving throw or attack roll.
                                      When they do so, they roll a 1d4 and
                                         add the result to the saving throw or
                                      attack roll they are assisting. This must
                                    be done before the saving throw or
                                 attack roll is made.

Swift Assistance

                                    Beginning at 3rd level, you are anxious
                                    and ready to help your allies in tense
                                    situations. You can use your bonus
                                action to perform the help action. You
                         may do this a number of times equal to
                      your charisma modifier before completing a
                   long rest.

One for All

;                  Beginning at 7th level, you have a habit of
                 supporting and guiding each member of the crew
                 while resting. Requiring 10 minutes of downtime
                  during a long rest, you and any allies that choose to
                  participate gain one charge of unity. A creature can
              expend their charge of unity to reroll any failed attack
        roll, saving throw, or ability check they make. A creature
     may only have one unity charge at any time.

Back to Back

Beginning at 11th level, you and your allies cover each other's backs. While you are within 5 feet of an allied creature (other than your mount) and you are not incapacitated, attacks against you or that creature cannot have advantage.

All for One

Beginning at 15th level, you and your allies are expert in supporting one another in dangerous situations. When an allied creature fails an attack roll, saving throw, or ability check, another creature within 30 feet may use their reaction and expend a unity charge (gained through your One for All feature) to allow the original creature to reroll.

Synergistic Leader

Beginning at 18th level, you are unmatched in your ability to support your comrades in battle, granting you the following benefits:

  • Other creatures of your choice within 10 feet have advantage on their attack rolls.
  • When you are within 5 feet of an allied creature, attack rolls targeting that creature have disadvantage.

Order of the Lion

Members of the Order of the Lion are known for their boldness and aggressive tactics. These cavaliers are prepared for a fight, ready to charge at a moment's notice. Their fearless tactics frighten even the most experienced foes causing them to freeze or rout.

The Lion is an obvious symbol for this order due to its strength, predatory aggression, and natural intimidation. Some cavaliers in the order seem to emulate these terrible beasts in their battle cries and charges.

Lion Edicts

  • Hesitation is death; be swift and resolute in your choices.
  • The best defense is a bold response.
  • Do not allow fear to sway your actions.

Banner of the Lion

Beginning at 3rd level, your banner galvanizes nearby allies to make bold, demoralizing attacks, granting it the following effect:

Banner of the Lion. When you or an allied creature within 30 feet of your banner hits with a melee attack, they gain a +1 bonus to AC until the beginning of their next turn (maximum bonus of +2).

Unnerving Boldness

Beginning at 3rd level, your brave demeanor and strategies unnerve your foes. You gain proficiency in intimidation (or another cavalier class skill if already proficient).

Lion's Roar

                            Beginning at 7th level, your battlecry
                         envigorates your allies. Once per short rest,
                       when you deal charge damage, you may use
                  your bonus action to call allied creatures within 60
               feet to join you. Until the beginning of your next turn,
             these creatures gain the following benefits:

  • Their movement speed increases by 10 feet.
  • Once per turn, they can deal extra damage equal to your valor die when they hit with an attack.

No Hesitation

Beginning at 11th level, you never hesitate in the face of danger. You have advantage on initiative rolls.

Marshal the Pride

Beginning at 15th level, like a lion's pride, you and your allies attack together with devastating effect. Once per long rest, when you use the lion's roar feature, you can choose to have the effects last for one minute.

Ferocious Assault

Beginning at 18th level, your attacks evoke a deep, primal fear in your foes, granting you the following benefits:

  • When you hit a creature with a melee attack, all hostile creatures within 10 feet must make a wisdom saving throw (DC = 8 + your proficiency bonus + your charisma modifier). On a failed save, the creature is frightened of you for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature is immune to this effect for 24 hours.
  • When you kill a creature on your turn, you can take an additional action on top of your regular action that turn. You can do this a number of times equal to your charisma modifier before completing a long rest.

Order of the Shield

Masters of defense and protective fighting styles, members of the Order of the Shield dedicate themselves to protecting the weak and defenseless. Experienced warriors know any force led by a shield cavalier should not be fought head on.

Cavaliers in this order see themselves as shields to be used in the protection of others. A shield's job is to take the hit, and many of these cavaliers would rather suffer a severe blow than let another creature suffer harm.

Shield Edicts

  • Above all else, protect the vulnerable.
  • Fight on the frontline to cover your allies
    and divert your foes.
  • A sound defense is the backbone of any plan.

Banner of the Shield

Beginning at 3rd level, your banner reminds your allies to keep their defenses up, granting it the following effect:

Banner of the Shield. When an allied creature within 30 feet of your banner is the target of an attack roll, they can use their reaction to increase their AC by 1d4 against that attack only.

Protective Style

Beginning at 3rd level, you adopt a protective style in combat. You gain the protection fighting style from the fighting style feature (or another cavalier fighting style if you already have the protection style).

Precautionary Defense

At 7th level, you learn to preemptively defend allies that are in dangerous positions. As a bonus action, choose a creature within 5 feet. Until the beginning of your next turn, as long
as that creature remains within 5 feet, the next attack
targeting that creature has
    disadvantage.

Intercept

Beginning at 11th level, you are vigilant and swift to guard the vulnerable. When a hostile creature makes a melee attack on its turn against another creature, you can use your reaction to move up to half your speed (or your mount's speed if mounted) towards the targeted creature. As part of the same reaction, you use the protection fighting style to impose disadvantage on the triggering attack.

Cover Ally

Beginning at 15th level, you fully interpose yourself between your allies and danger. When you use the precautionary defense feature to impose disadvantage on an attack, that attack targets you instead. That attack is made with disadvantage as normal.

Guardian of the Innocent

At 18th level, you are renowned for your protective intuition and unbreakable defensive tactics, granting you the following benefits:

  • When you use your bonus action to perform the precautionary defense feature, you no longer need to target a specific creature. Instead, you become the target of the next attack that targets any allied creature within 5 feet and that attack is made with disadvantage.
  • When you use the intercept feature, if the triggering attacks misses, the attacking creature's turn immediately ends.

Order of
the Hammer

'Might makes right' is
a central tenet of the
Order of the Hammer.
When you are strong, you
can ensure your will
prevails over your foes'.
Cavaliers of this order have
an intense focus on martial
prowess and skill in combat,
seeking to become
unbeatable warriors.

Hammers are tools to build
and to destroy. Members of
this order use their might to
tear down those who would get
in their way. Once those obstacles
are removed, they become free
to forge the land the way they
see fit.

Hammer Edicts

  • Might makes right. Use your
    might to ensure you prevail.
  • Never allow yourself to appear
    weak; weakness invites challenge.
  • Do not hold back, but instead, let
    your enemies feel your full
    strength.

Banner of the Hammer

Beginning at 3rd level, your banner prompts your allies to put their whole might behind each attack, granting it the following effect:

Banner of the Hammer. Once per turn, when an allied creature within 30 feet of your banner rolls weapon damage, they may reroll the damage die once, but must take the new result.

Physical Prowess

Beginning at 3rd level, you hone your martial skills and physical prowess at every opportunity. You gain proficiency in athletics or acrobatics (or another cavalier class skill if already proficient in both).

Brutal Strikes

Beginning at 7th level, when you make your first attack on your turn, you may choose to perform brutal strikes. When you do so, you deal additional damage equal to your charisma modifier with each attack that turn, but attacks targeting you have advantage until the beginning of your next turn.

Improved Critical

Beginning at 11th level, you show no mercy with your attacks. Your weapon attacks score a critical hit on a roll of 19 or 20.

Refuse to Fall

Beginning at 15th level, you do not tolerate defeat. Once per long rest, when you are redued to less than half of your maximum hit points, you gain the following benefits:

  • You have advantage on melee attacks.
  • You have resistance to all damage.

These benefits last for one minute or until you fall unconscious, whichever occurs first.

Pinnacle of Skill

At 18th level, you have attained martial mastery and unmatched skill in combat. You gain the following benefits:

  • Choose either strength or dexterity. The chosen score increases by 2, and your maximum for that score is now 22.
  • Choose either athletics or acrobatics (you must be proficient in the chosen skill). You now add double your proficiency bonus to checks using that skill.

The Cavalier

A martial class for those who prefer riding
over walking. Dominate the battlefield atop
fantastic beasts and heroically lead
the charge with eight cavalier orders:
Sword, Flame, Dragon, Rose, Lion,
Shield, and Hammer.

Art Credits
Page 173: Dragon Knight by 90chin
Page 175: Dain Ironfoot by Nick Keller
Page 176: Personal Work by Sanghyun Kam
Page 177: Desert Cavalry by Fang Wanglin
Page 178: Traveler by Kairyan
Page 179: We're Home by Sam Leung
Page 180: Demacian Knight by Joon Ahn
Page 181: Embereth Paladin by Randy Vargas
Page 182: Sir Galahad by Rakuen
Page 183: Griffin Rider by Derrick Song
Page 184: Ambershire War Rider by Jessada-Art
Page 185: Aryel by Greg Rutkowski
Page 186: Knight Ally by Josu Hernaiz
Page 187: Rising Sun by Mila Pesic



See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder.

The Alchemist

Alchemist

Running from the flows of lava behind them, an adventuring party rounds a corner of the crumbling keep only to find a dead end. Two of the adventurers cast spells, getting themselves out of harm's way. A half-elf woman grabs her orcish companion and quickly gulps a vial from her belt. In a flash, the pair teleports just as the lava surges where they were just standing.

A sneaking gnome, sliding along a 3rd-story railing, spots his target through a window, a noble surrounded by his squad of guards. He grabs pinches of dust from his pouches, tosses them into a vial which immediately begins steaming violently. Throwing the concoction through the window, the inhabitants all begin sputtering and coughing, lurching around the room in a confused stupor. Disabled, they are now easy pickings for the gnomish assassin.

An ogre rampages about that battlefield, wreaking havoc on the opposing fighters. An elf coats an arrow with a putrid oil, takes aim, and fires it at the ogre. As soon as the arrow meets it mark, the ogre's movements become sluggish and uncoordinated, its attacks now easier to evade.

These adventurers, masters of potion and bomb, use their alchemical creations to overcome any challenge and defeat their foes. Although they are not casters in their own right, alchemists mimic the effects of magical spells in their extracts, able to be used by anyone who drinks them or is otherwise injected with them.

Alchemical Creations

Alchemists do not produce spells the way others do, instead distilling the energy of magical spells into extracts for themselves or others to consume. Their creative capability does not end at extracts, however. Alchemists also create mutagenic solutions, experimentally altering their own body to improve their capabilities, and alchemical bombs which are put to devastating use in combat.

Their magical extracts are able to be used in a matter of moments to produce the effects of a magical spell, allowing for easy use in tense situations. However, this ease of use has a cost as an alchemist must carefully choose and create their extracts in advance before danger arrives.

Exotic Discoveries

The reagants required to study and create powerful extracts are difficult and expensive to obtain in civilized settlements. Many alchemists set off on adventure to obtain exotic and rare ingredients to further their alchemical studies and
learn to produce new magical effects with their extracts.

In an adventuring party, alchemists provide a useful
source of magic to their allies, providing them with life-
saving and bolstering extracts to aid them in combat. Alchemists are also extremely effective at handling groups
of foes, throwing and detonating alchemical bombs where their enemies tightly packed.

Creating an Alchemist

When creating your alchemist, the first question to consider is how you began to learn alchemy. Did you have a mentor who set you on your alchemical journey? Did you become fascinated with the local flora and fauna of your home and began to experiment with their magical properties? Maybe you loved to create explosive and fiery concoctions, and searched ways to make the explosions bigger and brighter?

Most alchemists have a longterm goal with their alchemical studies. Legends often speak of the miraculous effects alchemy can have but few alchemists are able to achieve them. You might be seeking an elixir of eternal youth, allowing yourself to stave off the effects of age and degeneration? You might be seeking a cure-all to disease, whether to cure yourself or a loved-one of some vicious, malignant affliction.

Lastly, consider why you have set out on adventurer. Do you seek rare ingredients for your extracts, so they you can increase their power, and produce new magical effects? Are you looking for ancient knowledge of alchemy that can only be found in long-lost civilizations? Or maybe alchemy is just a means to an end as you seek after some other goal?

Quick Build

You can make an alchemist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third choose the cure
wounds and heroism extracts.

The Alchemist Table
Level Proficiency
Bonus
Features Discoveries Extracts Known 1st 2nd 3rd 4th 5th
1st +2 Extracts, Alchemical Bombs 2 2
2nd +2 Discovery, Toxic Edge 2 3 2
3rd +2 Swift Alchemy, Alchemical Specialty 2 4 3
4th +2 Ability Score Improvement 2 5 3
5th +3 3 6 4 2
6th +3 Mutagen 3 7 4 2
7th +3 Specialty Feature 4 8 4 3
8th +3 Ability Score Improvement 4 9 4 3
9th +4 5 10 4 3 2
10th +4 Learned Immunity 5 10 4 3 2
11th +4 Specialty Feature 5 11 4 3 3
12th +4 Ability Score Improvement 6 11 4 3 3
13th +5 6 12 4 3 3 1
14th +5 Greater Mutagen 6 12 4 3 3 1
15th +5 Specialty Feature 7 13 4 3 3 2
16th +5 Ability Score Improvement 7 13 4 3 3 2
17th +6 7 14 4 3 3 3 1
18th +6 Alchemical Body 8 14 4 3 3 3 1
19th +6 Ability Score Improvement 8 15 4 3 3 3 2
20th +6 Miraculous Extract 8 15 4 3 3 3 2

Class Features

As an Alchemist, you gain the following class features:

Hit Points


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

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons
  • Tools: Alchemist's Kit

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two skills from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival

Equipment

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

  • Any simple weapon and a dagger
  • (a) leather armor or (b) a shield
  • (a) a light crossbow and 20 bolts or (b) 10 darts
  • (a) an explorer's pack or (b) a scholar's pack
  • (a) An alchemist's kit

Extracts

At 1st level, you use alchemical knowlege to distill magical properties into potions or extracts that can bestow their effects on whoever drinks them. These extracts mimic magical spells cast by wizards, clerics, druids, etc.

Extracts Known

You know two 1st-level extracts of your choice from the alchemist extract list. The Extracts Known column of the Alchemist table shows when you learn more alchemist extracts of your choice from this feature. Each of these extracts must be of a level for which you have extract
slots on the alchemist table.

Additionally, when you gain a level in this class, you
can choose one of the alchemist extracts you know
from this feature and replace it with another extract
from the alchemist extract list. The new extract must
also be of a level for which you have extract slots on the Alchemist table.

Preparing Extracts

When you complete a long or short rest, you use your alchemist's tools to prepare extracts, choosing from your
known extracts. The number and type of extracts you can
prepare during your rest depends on the extract
slots you have available at your alchemist level. For each
extract slot you choose to expend, you can prepare one
extract of that slot's level or lower. Note that an extract's
level does not necessarily match the level of the corresponding spell (e.g. a confusion extract is 3rd level
while the confusion spell is 4th level). You regain all expended extract slots when you complete a long rest.

For example, if you are a 5th-level alchemist, you have four 1st-level and two 2nd-level extract slots, meaning you can prepare four extracts of 1st level and two extracts of 2nd or 1st level if you expend all your extract slots. Note that extract slots can also be used to create alchemical bombs (see the "alchemical bombs" feature).

Your extracts must be used within eight hours of their creation. After that time, your extracts lose their potency and are unable to bestow any magical effect.

Regaining Slots after a Short Rest

When you complete a short rest, you regain spent extract slots with a combined level up to half your alchemist level (rounded down, minimum of one). You can regain slots this way twice before completing a long rest.

Extract Material Components

If an extract's corresponding spell requires material components, that component is required for the extract as well. Material components that are consumed by a spell are also consumed when creating the corresponding extract.

Concentration Effects

Extracts of spells that require concentration are more difficult and time-consuming to produce. You may only prepare up to two extracts of concentration spells when you complete a long rest, and up to one when you complete a short rest.

Using Extracts

There are three ways an extract can be used:

  • Imbibe. A creature can use its bonus action to imbibe an extract it is holding and gain its effects.
  • Apply to a Weapon. A creature can use its bonus action to apply the extract to a weapon that deals piercing or slashing damage. For one minute, the next time that weapon deals damage to a creature, that creature suffers the effects of the extract.

 

  • Administer to another Creature.
    A creature can use its action to administer
    an extract to a willing or incapacitated creature
    within 5 feet, bestowing the effects of the extract on
    that creature.
Extract Effects

The effects of an extract are just like its corresponding spell, except that an extract targets the creature that imbibes it, and an extract does not require concentration even if the original spell does. For example, a creature that is affected by a "Slow" extract must make a wisdom saving throw against your extract save DC (see below) or experience the effects of the slow spell until they succeed on the saving throw or the 1 minute duration ends.

  • If a spell has multiple options, you choose which applies when you create the extract (e.g. blindness/deafness, enlarge/reduce, bestow curse).
  • If a spell's effect is relative to another creature (for example, if a spell causes a creature to be frightened of or charmed by something), the second creature is considered to be the alchemist that created the extract.
  • If a spell's effects normally require a roll to hit the spell's target, the corresponding extract automatically hits any creature affected by it.
  • If a spell normally requires the caster to make an ability check (e.g. dispel magic), the alchemist makes the check regardless of who imbibed the extract.

Alchemical Ability

Intelligence is your alchemical ability for your alchemist extracts. Whenever an extract refers to your spellcasting ability, you instead use your alchemical ability, intelligence. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchemist extract you make.


Extract Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Alchemical Bombs

At 1st level, you prepare explosive combinations of reagants for use in combat or otherwise. When you complete a long
or short rest, you can expend extract slots to create one alchemical bomb for each slot expended.

You can use your action to prepare and throw one of your alchemical bombs at a point within 30 feet. The bomb detonates at the chosen location, dealing magical fire or thunder damage (your choice when you throw the bomb) to all creatures in a 5-foot radius of the targeted point. The damage dealt equals Xd8 plus your intelligence modifier, where X is two times the level of the extract slot expended to create the bomb (e.g. a bomb created with a 2nd-level extract slot deals damage equal to 4d8 + your intelligence modifier). A creature may make a dexterity saving throw against your extract save DC, taking only half
     damage on a success.

Discovery

Beginning at 2nd level, you start making novel discoveries in the world of alchemy. The discovery column on the alchemist table shows when you make a new discovery, chosen from the list of alchemist discoveries, found after the main class features.

Discoveries fall into three categories: bombs, mutagens, and knowledge. Bomb discoveries grant you improvements to your alchemical bombs. Mutagen discoveries alter your body, granting you permanent physical benefits. Knowledge discoveries represent gaining greater skill in alchemy, improving your ability to use your extracts and toxins. When choosing a discovery, you can select from any category.

Toxic Edge

Beginning at 2nd level, you can use your bonus action to apply a dangerous alchemical toxin to one of your weapons that deals piercing or slashing damage, without using an extract. Until the end of your turn, the next time you hit with that weapon, the target creature must make a constitution saving throw against your extract save DC. On a failed save, the creature is poisoned until the beginning of your next turn and takes magical acid or poison damage (your choice) equal to your intelligence modifier plus half your alchemist level (rounded down). On a successful save, a creature is not poisoned and takes only half the acid or poison damage.

In addition, when you apply this toxin or one of your extracts to a weapon, you may use your intelligence modifier on attack rolls with that weapon until the end of your turn.

Swift Alchemy

     Beginning at 3rd level, you are adept at skillfully and
       swiftly creating alchemical supplies and potions, granting
      you the following benefits:

  • When making a skill check using your alchemist's supplies, you add your proficiency bonus twice to the roll.
  • Crafting with your alchemist's supplies takes you only half the normal time and gold cost.

Alchemical Specialty

            At 3rd level, you begin to specialize in a particular area
              of alchemy. Choose one of the alchemical specialties
              listed after the main class features. From your
             chosen specialty, you gain features at levels 3, 7, 11,
              and 15, as well as additional known extracts at the
             appropriate alchemist levels.

Ability Score Improvement

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

                Using the optional feats rule, you can forgo taking
               this feature to take a feat of your choice instead.

Mutagen

At 6th level, whether inadvertently due to alchemical exposure or as purposeful experimentation, your body has been permanently altered by your magical reagants and extracts. You gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, Intimidation, Perception, Sleight of Hand, or Stealth.

Learned Immunity

At 10th level, your physical form becomes inured to the more common effects of alchemical ingredients, granting you the following benefits:

  • You are immune to the poisoned condition and have resistance to poison damage.
  • You have resistance to acid, cold, fire, lightning or thunder damage (your choice).

Greater Mutagen

At 14th level, your body is further altered by prolonged exposure to alchemical solutions. Choose one of the following skills that you have proficiency in: Athletics, Acrobatics, Intimidation, Perception, Sleight of Hand, or Stealth. You now add your proficiency bonus twice to checks using that skill.

Alchemical Body

                        At 18th level, you have finally achieved an
                       alchemical feat only dreamed of or spoken of in
                        legend, ascending your form beyond one of the
                          limitations of mortality. You gain one of the
                             following benefits (your choice):

  • You no longer need food or water to survive and cannot become exhausted from starvation or dehydration.
  • You are immune to all diseases and poisons, whether magical or mundane.
  • You have the appearance of a young adult of your species and no longer age. You cannot be magically aged.

Miraculous Extract

                              At 20th level, you learn to create an extract
                               of enormous magical power, distilling the
                              essence of a wish spell into a consumable
                             form. When you complete a long rest, you
                             can create an extract with one of the
                         following effects, without expending an
                       extract slot:

  • The consumer gains resistance to all damage for 8 hours.
  • The consumer gains immunity to a single spell or other magical effect of their choice for 8 hours. For instance, they could become immune to a lich’s life drain attack.
  • The consumer regains all hit points and any lost limbs, and all effects described in the greater restoration spell end for them. If the creature died in the last minute, they are brought back to life as if by the revivify spell.
  • Within one minute after imbibing the extract, the consumer can force a reroll of any one roll made within the last minute. Reality reshapes itself to accommodate the new result. For example, they could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. They can force the reroll to be made with advantage or disadvantage and can choose whether to use the reroll or the original roll.

As normal, this extract must be used within eight hours of its creation, or it loses its potency.

Multiclassing

Prerequisites. To qualify for multiclassing with the Alchemist class, you must meet these prerequisites: 13 Intelligence.
Proficiencies. When you multiclass into the Alchemist class, you gain the following proficiencies: Light armor, shields, simple weapons, alchemist's kit.
Extract/Spell Slots. You add half your alchemist levels (rounded down) for the purposes of determining multiclass spell slots. These slots count as both your extract slots and spell slots. You can use these slots to prepare alchemist extracts, create alchemical bombs, or to cast spells you know or have prepared from other classes.

Alchemical
Discoveries

The following are the
discoveries available to
alchemists. The discovery column
on the alchemist table shows when
you make a new discovery.
Discoveries fall into three categories:
bombs, mutagens, and knowledge,
described in the following sections.

Bomb Discoveries

Bomb discoveries grant you additional
options for modifying the alchemical
bombs you create using your extract
slots. Whenever you throw an
alchemical bomb, you can choose to
alter it with any of the bomb
discoveries you have learned. The
following bomb discoveries are organized
by prerequisite alchemist level.

Unique Modifications

Bomb discoveries may have the "unique modification"
tag. A single bomb can only be modified by one unique modification. There is no limit to the number of non-unique modifications that can be applied to a bomb.

Prerequisites

Bomb discoveries may have a prerequisite alchemist level and/or bomb level. Alchemist level indicates the number of alchemist levels you must have before you can learn a discovery. Bomb level indicates the minimum extract slot level used to create a bomb that is modified by that discovery. For example, a bomb must have been created by at least a 3rd-level extract slot to be modified by the adhesive sludge discovery.

No Prerequisite

Delayed Detonation

Prerequisites: None
You can choose to delay a bomb's detonation. When you choose this option, you may set a reaction trigger to activate the bomb. For example, you might use your reaction to detonate the bomb when a certain creature enters its damage range. You can alternatively use your bonus action on a subsequent turn to detonate the bomb.
   Once you have chosen to delay a bomb's detonation, it detonates immediately if moved from its current position. If a bomb is delayed for 24 hours or more, it loses its ability to explode and deal damage. You can only have one bomb with a delayed detonation at a time.

Elemental Bombs

Prerequisites: None
You can alter the detonation of your bomb to release a different harmful element. Choose one of the following damage types: acid, cold, lightning, or poison. You can change a bomb's damage type to the one you select.
   You can choose this discovery multiple times.

Explosive Missile

Prerequisites: None
When you use your action to create an alchemical
bomb, you can use your bonus action to attach it to a
ranged weapon. As part of that same action, you fire/throw the weapon and the bomb detonates in the spot it impacts.

Faerie Fire

Prerequisites: None
Unique Modification
You can cause your bomb to release faerie fire on detonation. When you do so, all creatures in the area affected by the bomb must make a dexterity saving throw. On a failed save, a creature is outlined in light for one minute as in the faerie fire spell, granting advantage to attack rolls targeting that creature and nullifying any benefit from invisibility.

Focused Blast

Prerequisites: None
You can change a bomb's damage area from a sphere to a cone. When you do so, the area affected by the bomb changes to a cone with a length equal to double the original spherical radius, with a point of origin centered where the bomb detonated. You choose which direction the cone extends.

Grease Slick

Prerequisites: None
Unique Modification
You can cover your bomb with a slick grease. Creatures in the area affected by the bomb fall prone if they fail the dexterity saving throw to reduce the damage taken from the bomb.
   The grease covers the bomb's affected area for one minute. During this time, any creature that enters the area or ends its turn there must make a dexterity saving throw against your extract save DC, falling prone on a failed save.

Poison Burst

Prerequisities: None
Unique Modification
You can cause your bomb to release a burst of poisonous gas upon detonation. When you do so, creatures in the area affected by the bomb must make a constitution saving throw. On a failed save, a creature is poisoned for one minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Shrapnel Bomb

Prerequisites: None
Unique Modification
You can insert brutal, lacerating shrapnel into your bomb. When you do so, creatures in the area affected by the bomb must make a constitution saving throw against your extract save DC. On a failed save, a creature is lacerated, taking an amount of magical slashing damage equal to your intelligence modifier. A creature that took this damage must repeat the saving throw at the end of each of its turns, taking the slashing damage again on a failed save. On a successful save, the effect ends for the creature.

Sleeping Gas

Prerequisites: None
Unique Modification
You can cause your bomb to release a magical knockout gas with its detonation. When you do so, the bomb applies its normal damage first and then you apply the effects of the sleep spell to the area affected by the bomb. The level of the sleep spell equals the extract slot level used to create the bomb.

5th-Level Prerequisite

Blast Area

Prerequisites: 5th Level Alchemist
You can increase a bomb's damage radius to 10 feet.

Breaching Detonation

Prerequisites: 5th Level Alchemist
You can design your bomb to effortlessly tear holes in structures. Your bomb deals double damage to structures and objects.

Darkness Bomb

Prerequisites: 5th Level Alchemist, 2nd+ Level Bomb
Unique Modification
You can imbue your bomb with magical darkness. The area affected by the bomb is covered by magical darkness as in the darkness spell for 10 minutes.

Deafening Burst

Prerequisites: 5th Level Alchemist, 2nd+ Level Bomb
Unique Modification
You can cause your bomb to unleash a deafening burst of sound upon detonation. Creatures in the area affected by the bomb must make a constitution saving throw against your extract save DC. On a failed save, a creature is deafened until the end of your next turn.

Enfeebling Toxin

Prerequisites: 5th Level Alchemist, 2nd+ Level Bomb
Unique Modification
You can cause your bomb to release a weakening gas in its immediate area. When you do so, one creature of your choice within 5-feet of the detonation must make a constitution saving throw against your extract save DC. On a failed save, a creature deals only half damage with attacks that use strength for the next minute. A creature can repeat the save at the end of each of its turns, ending the effect on a success.

Forceful Blast

Prerequisites: 5th Level Alchemist, 2nd+ Level Bomb
Unique Modification
You can increase the detonation strength of your bomb, causing it to knock back those in its blast radius. Creatures in the area affected by the bomb must make a strength saving throw against your extract save DC. On a failed save, the creature is thrown 10 feet away from the bomb and is prone. Any creature(s) in the 5-foot space the bomb detonated in that failed the save are launched directly upwards, falling prone in the same space.

Smoke Bomb

Prerequisites: 5th Level Alchemist, 2nd+ Level Bomb
You can cause your bomb to unleash a thick, dark smoke upon detonation. When you do so, the area affected by the bomb becomes heavily obscured for one minute or until a strong wind disperses it.

7th-Level Prerequisite

Concussive Blast

Prerequisites: 7th Level Alchemist, 2nd+ Level Bomb
Unique Modification
You can cause your bomb to release a powerful concussive blast in its immediate area. When you do so, one creature of your choice within 5-feet of the detonation must make a constitution saving throw against your extract save DC. On a failed save, a creature is stunned for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Flash Bomb

Prerequisites: 7th Level Alchemist, 2nd+ Level Bomb
Unique Modification
You can cause your bomb to unleash a disorienting blast of light upon detonation. Creatures in the area affected by the bomb must make a constitution saving throw against your extract save DC. On a failed save, a creature is blinded until the end of your next turn.

Moonlight Bomb

Prerequisites: 7th Level Alchemist, 2nd+ Level Bomb
Unique Modification
You can cause your bomb to unleash a burst of moonlight upon detonation. Creatures in the area affected by the bomb are immersed in a silvery, pale light and must make a constitution saving throw. On a failed save, a creature takes 2d10 radiant damage or half as much on a success.
   Shapechangers in the area make the saving throw with disadvantage and revert to their original form on a failed saving throw (as in the moonbeam spell).

9th-Level Prerequisite

Adhesive Sludge

Prerequisites: 9th Level Alchemist, 3rd+ Level Bomb
Unique Modification
You can cover your bomb with an adhesive sludge. Creatures in the area affected by the bomb must make a strength saving throw against your extract save DC. On a failed save, a creature is restrained for one minute. A creature can use its action to repeat the saving throw, breaking free from its restraints on a success.
   Other creatures can make a melee attack against the sludge to attempt to break a creature free. The sludge has an AC equal to your extract save DC and 20 hit points.

Greater Blast Area

                                                              Prerequisites: 9th Level
                                                             Alchemist, Blast Area

                                                               You can increase a
                                                                 bomb's damage radius
                                                                  to 15 feet.

Necrotic Bomb

                                                           Prerequisites: 9th
                                                           Level Alchemist

                                                          You can cause your bomb to
                                                           unleash harmful, life
                                                           eroding energies. You can
                                                           change a bomb's damage
                                                             type to necrotic.

Psychic Bomb

                                                             Prerequisites: 9th
                                                             Level Alchemist

                                                               You can cause your bomb
                                                                to release harmful
                                                              psychic magics. You can
                                                                change a bomb's damage
                                                                 type to psychic.

Radiant Bomb

                                                        Prerequisite: 9th
                                                      Level Alchemist

                                                     You can cause your bomb to
                                                    detonate in a brilliant flash of
                                                    celestial light. You can change a
                                                   bomb's damage type to radiant.

Stink Bomb

                                                     Prerequisites: 9th Level
                                                    Alchemist, 3rd+ Level Bomb

                                                   Unique Modification
                                             You can cause your bomb to
                                            release a cloud of nauseating gas
                                         upon detonation. The area affected
                       by the bomb is covered in a stinking cloud
                    for one minute or until a strong wind
              disperses it.
           The area of the stinking cloud is heavily obscured.
    Creatures that start their turn in the cloud must make a constitution saving throw against your extract save DC.
On a failed save, a creature must spend its action retching and reeling. Creatures that are immune to poison or those that don't need to breathe automatically succeed on the saving throw.

Torporific Toxin

Prerequisites: 9th Level Alchemist, 3rd+ Level Bomb
Unique Modification
You can imbue your bomb with magical slowness, fatiguing those caught in its blast. Creatures in the area affected by your bomb must make a wisdom saving throw against your extract save DC. On a failed save, a creature undergoes the effects of the slow spell for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

12th-Level Prerequisite

Anti-magic Bomb

Prerequisites: 12th Level Alchemist, 3rd+ Level Bomb
Unique Modification
You can imbue your bomb with anti-magical properties. Magical effects of the slot level used to make the bomb and lower end within the area affected by the bomb (as in the dispel magic spell).

Cursed Bomb

Prerequisites: 12th Level Alchemist, 3rd+ Level Bomb
Unique Modification
You can cause your bomb to release cursed necromantic magic. One creature of your choice within 5-feet of the detonation must make a wisdom saving throw. On a failed save, that creature is cursed for one minute. You choose the effect of the curse from those listed in the bestow curse spell.

Force Bomb

Prerequisites: 12th Level Alchemist
You can imbue your bomb with pure magical force. You can change a bomb's damage type to force.

15th-Level Prerequisite

Banishing Bomb

Prerequisites: 15th Level Alchemist, 4th+ Level Bomb
Unique Modification
You can imbue your bomb with magic that disrupts creature's connection to the current plane. One creature of your choice within 5-feet of the detonation must make a charisma saving throw against your extract save DC. On a failed save, the creature is banished as in the banishment spell. If the creature is native to the current plane, it is banished to a harmless demiplane for one minute.

Confusing Vapors

Prerequisites: 15th Level Alchemist, 4th+ Level Bomb
Unique Modification
You can cause your bomb to release disorienting vapors upon detonation. Creatures in the area affected by your bomb must make a wisdom saving throw against your extract save DC. On a failed save, a creature undergoes the effects of the confusion spell for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Gravity Bomb

Prerequisites: 15th Level Alchemist, 4th+ Level Bomb
Unique Modification
You can cause your bombs to unleash a magical gravity well centered on the bomb's detonation. Creatures in the area affected by the bomb must make a strength saving throw against your extract save DC. On a failed save, the creature takes 5d10 force damage, is pulled in a straight line towards the space the bomb detonated, stopping in the closest unoccupied space, and has its speed reduced to 0 until the end of your next turn. On a successful save, a creature takes half damage, is not moved, and retains its normal speed.

Paralyzing Toxin

Prerequisites: 15th Level Alchemist, 4th+ Level Bomb
Unique Modification
You can cause your bomb to release a potent paralyzing magic in its immediate area. When you do so, one creature of your choice within 5-feet of the detonation must make a wisdom saving throw against your extract save DC. On a failed save, a creature is paralyzed until the end of your next turn.

18th-Level Prerequisite

Cloudkill Bomb

Prerequisites: 18th Level Alchemist, 5th+ Level Bomb
Unique Modification
You can cause your bomb to unleash a cloud of extremely toxic gases upon detonation. Creatures in the area affected by the bomb must make a constitution saving throw against your extract save DC. A creature takes 5d8 poison damage on a failed save, or half as much on a successful save. Creatures are affected even if they hold their breath or don't need to breathe.
   The cloud of gases covers the area affected by the bomb for one minute or until a strong wind disperses it. The area of the cloud is heavily obscured. When a creature enters the cloud of gas or ends its turn there, it takes 5d8 poison damage.

Incendiary Bomb

Prerequisites: 18th Level Alchemist, 5th+ Level Bomb
Unique Modification
You can cause your bomb to unleash a cloud of burning hot embers upon detonation. Creatures in the area affected by the bomb take an additional 5d8 fire damage (halved if they succeed on the dexterity saving throw to take half damage from the bomb).
   The cloud of embers covers the area affected by the bomb for one minute or until a strong wind disperses it. The area of the cloud is heavily obscured. When a creature enters the cloud of embers or ends its turn there, it takes 5d8 fire damage.

Plague Bomb

Prerequisites: 18th Level Alchemist, 5th+ Level Bomb
Unique Modification
You can lace your bomb with a extremely dangerous viral agent. When you do so, one creature of your choice within 5-feet of the detonation is afflicted with one of the disease options from the contagion spell. At the end of each of their turns, a creature afflicted by a disease must make a constitution saving throw against your extract save DC. After failing three saves, the creature is afflicted by the disease for 7 days and stops making saving throws. After succeeding three saves, the creature recovers from the disease and its effects end.

Mutagen Discoveries

Mutagen discoveries alter your own characteristics, including anything from proficiencies to hit points and even creature type. Unless otherwise stated, you can only choose a mutagen discovery once. The following mutagen discoveries are organized by prerequisite alchemist level.

No Prerequisite

Bitter Flesh

Prerequisites: None
Alchemy has made your skin and blood sickening to the touch. When another creature touches you, you may force them to make a constitution saving throw against your extract save DC. On a failed save, the creature becomes poisoned for 1 minute. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on a success.

Chameleon Skin

Prerequisites: None
Your skin has been alchemically altered and now tends to mimic its surroundings. You can use your bonus action to blend in with a surface you are touching. While you remain in front of that type of surface, you have advantage on stealth checks.

Feral Mutagen

Prerequisites: None
You grow claws, fangs, spines, horns, or a different
natural weapon of your choice. Your attacks with
these weapons deal 1d6 bludgeoning,
piercing, or slashing damage, as appropriate
to the natural weapon you chose, and
you considered proficient with them.
    In addition, when you are not
wearing armor or wielding a shield,
your armor class equals 13 + your
dexterity modifier.

Memory Enhancer

Prerequisites: None
You improve your own memory
with cognitive-focusing reagants.
Choose arcana, history, nature,
or religion. You gain proficiency
in the chosen skill. If you are
already proficient, you now add
double your proficiency bonus
to checks using that skill.
   You can choose this
mutagen multiple times.

Pheromones

Prerequisites: None
You passively generate emotion
altering pheromones. Choose
deception, intimidation,
or persuasion. You have
advantage on the chosen
skill checks involving
creatures within 10 feet of you.

5th-Level Prerequisite

Elemental Resistance

Prerequisites: 5th Level Alchemist
Your body has learned to resist a certain dangerous element through alchemical exposure. Choose acid, fire, cold, lightning, or thunder. You gain resistance to the chosen damage type.

Toughened Form

Prerequisites: 5th Level Alchemist
Through alchemical manipulation, your body has become more durable. Your alchemist hit die become d10s, and your hit point maximum increases by an amount equal to your alchemist level.

Toxic Skin

Prerequisites: 5th Level Alchemist
Exposure to toxic reagants has altered your body to the point that you can excrete toxic chemicals/gases from your skin. When a creature within 5 feet hit you with a melee attack, you can use your reaction to deal an amount of poison damage to that creature equal to half your alchemist level (rounded down) plus your intelligence modifier.

Healing Touch

Prerequisites: 5th Level Alchemist
Your touch has become infused with the magic of healing reagants. Once per short rest, you can use your bonus action to touch a creature. That creature restores a number of hit points equal to half your alchemist
level (rounded down) plus your
     intelligence modifier.

7th-Level Prerequisite

Cognatogen

Prerequisites: 7th Level Alchemist
You use stronger cognatogens to further sharpen your mind at the cost of your physical capabilities. Choose either intelligence, wisdom, or charisma.
   If you choose intelligence, your intelligence increases by 2 and your constitution decreases by 1. If you choose wisdom, your wisdom increases by 2 and your dexterity decreases by 1. If you choose charisma, your charisma increases by 2 and your strength decreases by 1. As normal, an ability score cannot be raised above 20.

Physatogen

Prerequisites: 7th Level Alchemist
You use stronger cognatogens to further improve your physical capabilities at the cost of mental capacity. Choose either strength, dexterity, or constitution.
   If you choose strength, your strength increases by 2 and your charisma decreases by 1. If you choose dexterity, your dexterity increases by 2 and your wisdom decreases by 1. If you choose constitution, your constitution increases by 2 and your intelligence decreases by 1. As normal, an ability score cannot be raised above 20.

Spider Climb

Prerequisites: 7th Level Alchemist
Whether through small, stiff hairs on your fingers or through an adhesive excreted from your glands, you have gained the ability to effortlessly scale vertical surfaces. You gain a climb speed equal to your walking speed.

9th-Level Prerequisite

Adrenaline Surge

Prerequisites: 9th Level Alchemist
Once per long rest, as a bonus action, you can will your body to release an unnaturally large concentration of adrenaline. When you do so, you gain the effects of the haste spell for up to 1 minute, requiring your concentration to maintain.

Hardened Organs

Prerequisites: 9th Level Alchemist
Your soft tissues can magically harden in response to trauma. Once per long rest, as a reaction to taking bludgeoning, piercing, or slashing damage, you may grant yourself resistance to those damage types for one minute.

12th-Level Prerequisite

Cognitive Boost

Prerequisites: 12th Level Alchemist
You use alchemical stimulants to bolster your focus or confidence. Choose either wisdom or charisma. You gain proficiency in saving throws of the chosen ability score, and you gain proficiency in one skill corresponding to that ability (e.g. persuasion for charisma, perception for wisdom, etc.).

Physical Boost

Prerequisites: 12th Level Alchemist
You improve your body's physical capabilities with alchemical help. Choose strength or dexterity. You gain proficiency in saving throws of the chosen ability score, and you gain proficiency in one skill corresponding to that ability (e.g. athletics for strength, stealth for dexterity, etc.).

Alchemical Spirit

Prerequisites: 12th Level Alchemist
Your spirit itself has been infused with alchemical strength, making you exceptionally hard to kill. You have advantage on death saving throws and can immediately roll one death saving throw when you are reduced to 0 hit points.

15th-Level Prerequisite

Grand Cognatogen

Prerequisites: 15th Level Alchemist, Cognatogen
You improve your congatogen to boost its effectiveness and remove its physically dampening side effects. The ability score you chose for cognatogen increases further by 1, and the corresponding penalty to another ability score is removed. As normal, an ability score cannot be raised above 20.

Grand Physatogen

Prerequisites: 15th Level Alchemist, Physatogen
You improve your physatogen to boost its effectiveness and remove its cognitively dampening side effects. The ability score you chose for physatogen increases further by 1, and the corresponding penalty to another ability score is removed. As normal, an ability score cannot be raised above 20.

Synthetic Wings

Prerequisites: 15th Level Alchemist
You have used alchemical stimulation to grow a functional pair of wings. You gain a flying speed equal to your walking speed.

18th-Level Prerequisite

Artificial Ascension

Prerequisites: 18th Level Alchemist
You use distilled holy/unholy magics to artifically grant yourself the characteristics of an angelic or demonic being. Your creature type becomes celestial or fiend (your choice), and you gain resistance to radiant and necrotic damage and immunity to poison damage. In addition, you gain angelic or demonic wings, granting you a flying speed equal to your walking speed.

Expanded Mind

Prerequisites: 18th Level Alchemist
You have managed to use alchemy to expand your own cognitive capabilities without side effect. Your intelligence score and maximum intelligence increase by 2.

Undeath

Prerequisites: 18th Level Alchemist
You undergo a particular alchemical regimen that kills you but allows you to shortly rise afterwards as undead. Your creature type becomes undead, you gain resistance to cold and necrotic damage and immunity to poison damage. In addition, you have immunity to the frightened and exhausted conditions.
   In addition, your extracts now work on undead, even if they would have no effect normally (e.g. an extract of cure wounds can now heal undead).

Knowledge Discoveries

Knowledge discoveries represent gaining greater skill in alchemy or learning particular alchemical applications, including learning more extracts, creating an alchemical elemental, or enchanting your poisons with magic to make them harder to resist. Unless otherwise stated, you can only choose a knowledge discovery once. The following knowledge discoveries are organized
       by prerequisite alchemist
                             level.

No Prerequisite

Arcane Study

Prerequisites: None
Your experience with alchemical magic has taught you how to produce a simple spell. You learn one cantrip of your choice from the wizard spell list. Your spellcasting modifier for this cantrip is intelligence.
   You can choose this discovery multiple times.

Long-lasting Extract

Prerequisites: None
    When you complete a long or short rest, you may choose
           one of your created extracts that has a duration of 1
             minute or longer. That extract's duration is doubled.
            You can choose this discovery multiple times. Each
           time you select this discovery, you can increase the
               duration of one additional extract.

5th-Level Prerequisite

Enhanced Extract

        Prerequisites: 5th Level Alchemist
       When you complete a long rest, and before you expend
       extract slots, you may choose to increase the level of one
        of your extract slots by one. The slot must become a level
            for which you already have extract slots.
             You can choose this discovery multiple times. Each
              time you select this discovery, you can increase the
                 level of an additional extract slot.

Preserve Extract

                Prerequisites: 5th Level Alchemist
            Choose one extract that you have created. That extract
             will not lose its potency regardless of the amount of
             time that passes since it was created. You may choose
              to preserve another extract at any time, but any other
               extract you are preserving will immediately lose its
               potency and become unusable.
                You can choose this discovery multiple times. Each
               time you select this discovery, you can preserve one
             additional extract.

7th-Level Prerequisite

Alchemical Elemental

           Prerequisites: 7th Level Alchemist
           When you complete a long rest, you may expend one
               extract slot of 2nd level or higher to create an
                   alchemical elemental. This elemental has the
                    statistics of a magma mephit, except that any
                  reference to fire are replaced by acid, its alignment
                 is chaotic neutral, and the heat metal spell is
               replaced by acid arrow. In addition, the elemental
               does not know any languages but instinctively
           understands its alchemist. The elemental lasts for 8
          hours or until it is killed.
          In non-threatening situations, your elemental simply
           follows you unless you command it to do otherwise. In
            combat, you control your elemental, which acts on
                your initiative.

Combined Extracts

Prerequisites: 7th Level Alchemist
When you complete a long rest, you may choose two of the extracts you created and combine them. The resulting extract has the effects of both of the original extracts.

You can choose this discovery multiple times. Each time you select this discovery, you can combine two additional extracts into one.

Extract Discovery

Prerequisites: 7th Level Alchemist
You learn three additional extracts. These extracts can be changed when you gain an alchemist level like other known extracts.

You can choose this discovery multiple times.

9th-Level Prerequisite

Alchemical Undead

Prerequisites: 9th Level Alchemist
You create a zombie or skeleton (your choice, your DM
has the statistics) from a combination of alchemy and
decaying flesh and/or bone. You must expend one extract
slot to create your creature and whenever you
complete a long rest in order to maintain your
creature. When you choose not to maintain your
creature or it is killed, your creature becomes an
inert pile of flesh and/or bone. You can recreate
your creature as a ritual that takes 10 minutes
and requires expending one extract slot.

You can verbally command your creature to
perform simple tasks. If no task is given, the
creature follows you and defends itself against
attacks, acting on your initiative.

The statistics of your creature change depending
on what level of extract slot you last expended to create/maintain the creature. Your creature has a
number of hit points equal to Xd8 + your intelligence
modifier, where X is the extract slot level used (add
+1 to X if your creature is a zombie). In addition, its
bonus to hit equals your proficiency bonus plus your intelligence modifier, and the damage it deals with its
attacks equals Yd6 + your intelligence modifier, where
Y equals the extract slot level used.

Bottled Ooze

Prerequisites: 9th Level Alchemist
You alchemically create a gray ooze, a creature
capable of eating through nonmagical metal, which
you keep bottled (your DM has the statistics for a
gray ooze). As an action, you can throw the bottle to
an unoccupied space within 30 feet, releasing the gray
ooze onto that space. Alternatively, you can open the
bottle and release the ooze to a space adjacent to you.

Your gray ooze cannot be commanded. It will
approach the nearest creature or metal object, not
being worn or carried. If it's target is a creature, it
will attack with its pseudopods. If its target is a
metal object, it will attempt to corrode it. While
within 5 feet of the ooze, you can use your action to
magically rebottle it. If your ooze dies or is otherwise
lost, you can expend an extract slot of 2nd level or
higher after your next long rest to recreate it.

12th-Level Prerequisite

Swift Alchemist

Prerequisites: 12th Level Alchemist
When you complete a long rest, you may create one extract without expending an extract slot. The extract must be a level for which you have extract slots, and the corresponding spell effect cannot require concentration.

15th-Level Prerequisite

Soul Poisons

Prerequisites: 15th Level Alchemist
Your poisons directly interfere with the lifeforce or magical animation of a creature. When you deal poison damage or attempt to give another creature the poisoned condition, you may ignore immunity to the poisoned condition
and resistance to poison damage, and treat
            immunity to poison damage as
                                         resistance.

Alchemical
Specialties

As much as they might want to, an
alchemist cannot specialize in every
facet of alchemical magic. As an alchemist
gains more experience in a particular field
of study, they become associated with a
particular alchemical specialty, which are
broad categorizations roughly describing
an alchemists' focus and abilities.

The following are the specialties available
to alchemists. From your chosen specialty,
you gain features at levels 3, 7, 11, and 15,
as well as additional known extracts at the
appropriate alchemist levels.

Vivisectionist

Many alchemist are content to use parts of
long-deceased creatures for their extracts
and studies. Some, however, study living and
recently-living creatures to uncover the
alchemical properties inherent to these beings.
These alchemists, called vivisectionists, seek to
understand the alchemy of the living form, learning
to harm and heal more effectively as their knowledge
grows.

Vivisectionist Extracts

Arcanist Level Spells
3rd Sleep
5th Hold Person
9th Revivify
13th Polymorph
17th Hold Monster

Vivisection

Beginning at 3rd level, you harvest magical components from fallen creatures to use in your extracts. Once per short or long rest, you may spend 1 minute harvesting from an incapacitated creature or a creature that has died in the last hour. When you do so, you regain one expended extract slot. The level of the regained slot can be up to half the challenge rating of the harvested creature (rounded down). You can perform this feature on a creature you have magically put to sleep without waking that creature. The creature remains magically asleep until you finish the vivisection regardless of the duration of the sleep effect.

In addition, you gain proficiency in medicine (or another alchemist class skill if already proficient).

Sleeping Gas

Beginning at 3rd level, you utilize sleeping gas to experiment on or treat creatures more freely. You gain the sleeping gas bomb discovery which does not count against your number of discoveries known.

Stimulate Healing

Beginning at 7th level, your helpful extracts stimulate the natural healing of those who drink them. Whenever you create extracts, you may choose any number of them to have a healing effect. In addition to their normal effects, these extracts restore a number of hit points equal to your intelligence modifier plus Xd8, where X is the level of the extract slot used to create the extract.

Anatomical Expertise

By 11th level, you have become expert at the anatomy of all kinds of creatures. You gain the following benefits:

  • Your attacks score a critical hit on a roll of 19 or 20.
  • You roll one additional damage die when determining the damage of a critical hit.
  • You add double your proficiency modifier on medicine checks.

Regenerating Solution

Beginning at 15th level, whether for altruistic or more sinister alchemical reasons, you have developed a technique that can regenerate lost limbs. Once per long rest, you can spend 1 minute to grant a creature, within 5 feet, the benefits of the regenerate spell.

Toxicant

Toxicants specialize in the creation and application or poisons and other toxins to kill or disable their enemies without a direct fight. These alchemists are often employed by assassin's guilds to provide deadly toxins or by nobles to counter poisonous threats.

Toxicant Extracts

Arcanist Level Spells
3rd Ray of Sickness
5th Blindness/Deafness
9th Confusion
13th Blight
17th Contagion

Toxin-Infused Extracts

Beginning at 3rd level, you make your harmful extracts particularly toxic. When a creature fails an initial saving throw against one of your extracts, they are poisoned until the end of your next turn.

In addition, you have advantage on skill checks made to recognize, identify, or notice poisons.

Volatile Poisons

   Beginning at 3rd level, you learn to violently poison your
  foes with your bombs. You gain the poison burst bomb discovery which does not count against your number of discoveries known.

Trained Resistance

Beginning at 7th level, countless small exposures to toxic potions and reagants has built your resistance to harmful magical effects. Once per short rest, when you fail a saving throw against poison or a magical effect, you can reroll the saving throw, but you must take the new result.

Precision Poisoning

Beginning at 11th level, you have become expert at the applying poisons directly to creature's circulatory systems or their equivalent. Creatures have disadvantage on saving throws they make to avoid being poisoned by you.

Virulent Extracts

Beginning at 15th level, when a creature fails an initial saving throw against one of your extracts, you may choose to apply one of the following spell effects to that creature based on the slot level used to create the extract, instead of applying the poisoned condition with the "toxin-infused extracts" feature.

  • 1st/2nd Level Slots: Ray of Sickness
  • 3rd/4th Level Slots: Blindness/Deafness (your choice)
  • 5th Level Slots: Confusion

The effects last as long as the effects of your extract. However, if an extract's effects are instantaneous, these effects last until the end of your next turn. If the extract effects end early (e.g. a creature succeeds on a saving throw), the additional effects from this feature also end.

Horticulturist

Some alchemists become intimately familiar with the magic of nature and plant life, understanding that even the smallest shrub has innate power and potential. These alchemists learn to draw out the potential of plants, awakening their own plant familiar to deliver extract effects and even using their alchemy to grant temporary sentience to surrounding vegetation in tense situations.

Horticulturist Extracts

Arcanist Level Spells
3rd Detect Poison and Disease
5th Locate Animals or Plants
9th Speak with Plants
13th Guardian of Nature
17th Commune with Nature

Awakened Plant

Beginning at 3rd level, your alchemical experimentation has resulted in the creation of your own plant familiar. This plant has the statistics of an awakened shrub, except that it has a number of hitpoints equal to 2 + 4 times your alchemist level and has a bonus to hit equal to your intelligence modifier plus your proficiency bonus. In addition, your plant familiar gains a thorn throwing attack with a range of 30 feet that deals piercing damage equal to 1d4 - 1 to a single target. Your plant familiar acts on your initiative and you control its actions. If
                               your plant familiar dies, you can revive it,
                                                                 or create a new one,
                                                                          when you next
                                                                                   complete a
                                                                                        long rest.

Whenever you create extracts, you can choose to expend one of them and infuse your plant familiar with its effects to bestow on another creature. The next time a creature is hit by your plant familiar's attack, it suffers the effects of the extract. Alternatively, your plant familiar can use its action to bestow the extract's effects on a willing or incapacitated creature within 5 feet. Once your plant familiar has granted the effects of its extract to a creature, it cannot do so again until you complete a long or short rest. Your plant familiar can only be infused with one extract at any time; infusing it with a new extract nullifies the previous extract.

In addition, you gain proficiency in nature (or another alchemist class skill if already proficient).

Natural Extracts

Beginning at 3rd level, you are adept at using the right herbs and reagants to extend an extract's effects. You gain the long-lasting extract discovery which does not count against your number of discoveries known.

Verdant Infusion

Beginning at 7th level, when you complete a long rest, you may choose one of your extracts to infuse with verdant natural powers. That extract gains the following effects, which last for one minute, in addition to its original effects:

  • The target's skin becomes tough and bark-like, granting it resistance to bludgeoning, piercing, and slashing damage.
  • The target creature gains a number of temporary hit points equal to your alchemist level.
  • The target creature makes constitution saving throws with advantage.

Awaken Vegetation

Beginning at 11th level, you repurpose the formulation that created your plant familiar to grant temporary sentience to all plants in an area. Once per long rest, you may use your action
  to choose a point within 120 feet. All plants within a 30-foot
   cube centered on that point are given a limited ability to
    move (as if by the awaken spell), can understand you, and
   are friendly to you and your allies. These plants cannot
        move from their current space, but they can move their
           limbs, roots, vines, etc. to inhibit foes or help you. This
              effect lasts for one minute.

              If there is plant-life present, this causes the 30-foot
                  area to become difficult terrain for all creatures of
                       your choice. Other capabilities of this feature
                           are possible at your DM's discretion. For
                           example, you might ask a tree to use it roots
                         or branches to block a nearby opening.

Nature's Wrath

                         Beginning at 15th level, awakened vegetation
                           becomes fiercely protective of you and your
                             allies. When you use your awaken vegetation
                               feature, the affected area is now a 60-foot
                               cube. In addition, the area undergoes all
                             the effects listed in the Wrath of Nature
                            spell.

Energist

Alchemical reactions consume or release energy depending on their nature. Some alchemists study this pattern of energetics to more directly control and utilize alchemical energy. These energists harness magical energies to amplify the effects of their extracts.

Energist Extracts

Arcanist Level Spells
3rd Longstrider
5th Dragon's Breath
9th Haste
13th Elemental Bane
17th Freedom of the Winds

Exoarcana and Endoarcana

Beginning at 3rd level, you amplify the inherent energy releasing or consuming nature of your extracts. When you create extracts, you determine which of your extracts release positive magical energy (exoarcanic) and which consume it (endoarcanic). When a creature is affected by an exoarcanic extract, they regain hit points equal to half your alchemist level (rounded down), plus your intelligence modifier. When a creature is affected by an endoarcanic extract, they lose hit points equal to the same amount.

In addition, you gain proficiency in arcana (or another
                     alchemist class skill if already proficient).

Elemental Energy

Beginning at 3rd level, you utilize varied elements in your alchemical bombs. You gain the elemental bombs discovery (cold or lightning, your choice) which does not count against your number of discoveries known.

Absorb Energy

Beginning at 7th level, you learn to draw upon the energies of magical effects around you. When you are a target of or in the area of effect of a spell of 1st-level or higher, you may use your reaction to gain temporary hit points equal to the level of the spell plus your intelligence modifier.

Efficient Absorption

Beginning at 11th level, you absorb magical energies with unmatched efficiency. When you use your reaction to use the absorb energy feature, you are considered resistant to any damage the triggering spell deals.

Improved Energetics

Beginning at 15th level, you further improve the energetics of your extracts. In addition to their normal effects, exoarcanic extracts increase the speed of creatures they affect by 10 feet and increase their dexterity score by 2 for one minute.

Similarly, endoarcanic extracts reduce the speed of the drinker by half for 1 minute. At the end of each of its turns, a creature affected by this slowing effect may make a constitution saving throw against your extract save DC, ending the effect early
on a success.

Sapper

Some alchemists simply cannot resist the allure of huge explosions. These alchemists, called sappers, become expert at creating powerful, varied bombs for use in combat or as entertainment. Sappers are often utilized in sieges to create bombs that can take down enemy walls or devastate those hiding inside.

Sapper Extracts

Arcanist Level Spells
3rd Jump
5th Kinetic Jaunt
9th Thunder Step
13th Fire Shield
17th Immolation

Triggered Detonation

Beginning at 3rd level, you more precisely control when and how your bombs detonate. You gain the delayed detonation bomb discovery which does not count against your number of discoveries known.

Building Pressure

       Beginning at 3rd level, when you delay one of your bomb's
  detonations using the delayed detonation discovery, it builds pressure until it finally detonates causing a more powerful explosion. Each time you begin your turn and you have an undetonated bomb, that bomb's damage increases by 1d8. A bomb's maximum damage increase is equal to its original damage (e.g. a 1st-level bomb can gain up to 2d8 extra damage).

Blast Resistance

Beginning at 7th level, you have developed measures to protect yourself against your bombs and similar threats. You have resistance to all damage taken from area effects.

Bomb Expert

Beginning at 11th level, you are well-versed in all things explosive and unstable. Choose two bomb discoveries that you meet the prerequisites for. You learn the chosen discoveries.

High-Capacity Explosives

Beginning at 15th level, you learn to fit multiple different magical effects within a single detonation. You can now apply two unique modifications to a bomb. If a bomb has two unique modifications, at least one modification must have prerequisite level of 7 or less.

Alchemist Extract List

1st Level

Armor of Agathys
Cause Fear
Charm Person
Color Spray
Comprehend Languages
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Dissonant Whispers
Expeditious Retreat
False Life
Gift of Alacrity
Heroism
Hideous Laughter
Inflict Wounds
Jump
Longstrider
Mage Armor
Protection from Evil and Good
Ray of Sickness
Sanctuary
Shield of Faith
Sleep
Speak with Animals
Zephyr Strike

2nd Level

Alter Self
Arcanist's Magic Aura
Augury
Barkskin
Blindness/Deafness
Blur
Borrowed Knowledge
Crown of Madness
Darkvision
Detect Thoughts
Dragon's Breath
Enhance Ability
Enlarge/Reduce
Enthrall
Fortune's Favor
Gentle Repose
Hold Person
Invisibility
Kinetic Jaunt
Lesser Restoration
Levitate
Locate Animals or Plants
Locate Object
Mirror Image
Misty Step
Pass without Trace
Protection from Poison
Ray of Enfeeblement
See Invisibility
Slow

Spider Climb
Tasha's Mind Whip
Warding Bond
Water Breathing
Water Walk

3rd Level

Ashardalon's Stride
Aura of Vitality
Bestow Curse
Blink
Confusion
Dispel Magic
Enemies Abound
Fast Friends
Feign Death
Fly
Gaseous Form
Haste
Intellect Fortress
Nondetection
Protection from Energy
Remove Curse
Revivify
Speak with Plants
Spirit Shroud
Thunder Step
Tongues

4th Level

Aura of Life
Aura of Purity
Banishment
Blight
Charm Monster
Death Ward

Dimension Door
Divination
Dominate Beast
Elemental Bane
Fire Shield
Freedom of Movement
Greater Invisibility
Guardian of Nature
Locate Creature
Phantasmal Killer
Polymorph
Resilient Sphere
Shadow of Moil
Stoneskin
Wind Walk

5th Level

Antilife Shell
Circle of Power
Commune
Commune with Nature
Contact Other Plane
Contagion
Dispel Evil and Good
Dominate Person
Far Step
Freedom of the Winds
Greater Restoration
Hold Monster
Immolation
Legend Lore
Mislead
Modify Memory
Negative Energy Flood
Raise Dead
Scrying
Skill Empowerment
Telekinesis
Tree Stride

The Alchemist

A half-caster/potion class for those who like mixing stuff together. Create magical extracts and throw devastating bombs with five alchemical specialties: the Vivisectionist, Toxicant, Horticulturist, Energist, and Sapper.

Part 3 - Conclusion & Credits

3.1 Conclusion

I hope you enjoyed some of the classes I had to offer. Feel free to use these in your campaigns, and if you feel inclined, let me know your thoughts. Questions or constructive criticism are always welcome. Best way to reach me is through dragonshardclasses@gmail.com. I try to look at that inbox at least once a day and respond as soon as possible. Of course, work and life can sometimes cause my responses to come slower.

Even though I have finished my 12-month goal to write 12 classes, I don't think that this is it for my homebrew writing. I have had too much fun over the last year writing and testing that I can't see myself stopping now. So, keep an eye out for
               whatever comes next on GMBinder, though it might
                      be class updates for now.

3.2 About Me

I go by Dragonshard when it comes to homebrew writing. I've been playing D&D and similar games for about two decades now, since I was a kid. I especially love the creative aspect of D&D, designing characters and monsters that come to life in my games.

Outside of D&D, I am a biomedical engineer working at a hospital in New York City, where I recently moved. It keeps me busy, but I find time to play videogames, read fantasy, and of course write these classes and play D&D.

I have been married for 3 years, but my wife is not super into tabletops. So instead, she and I read together, watch broadway plays, and try new restaurants around Manhattan. It's good for me to step outside of the forgotten realms every so often.

3.3 Thanks

I mainly need to thank my D&D group for letting me playtest my ideas. You have been supportive and excited about my
  creations when I bring them up and I appreciate you all
             encouraging my enthusiasm. You are seriously the
                                         best D&D party and group of friends
                                              I could ask for. I look forward to
                                                    many more harrowing fights
                                                         and fascinating encounters
                                                             with you.

Dragonshard's Class Compendium

A collection of 12 unique classes for D&D 5e, inspired by Pathfinder. This compendium acts as an expansion on player options and mechanics to invigorate gameplay for veterans and
newcomers alike.

Art Credits
Page 1: Everyone Made It by Victor Tan
Page 3: Labyrinths of Chaos by AKIMBLYA
Page 9: Campfire Tales by Jordan Kerbow
Page 209: Woodland Gathering by Livia Prima Page 210: Hidden Door by Avishek Nath

Art credits for individual classes can be found immediately following each classes' content.


See Dragonshard's GM Binder profile for each of these classes and more homebrew to come.