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Squiggly Guide to

Dungeons and Dragons


5E Official Classes
Bringing in Classes From:
The Players Handbook (PHB)
Unearthed Arcana (UA)
Sword Coast (SC)
Plane Shift (PS)
Xanathar’s Guide to Everything (XG)
Critical Role (CR)

1
• Artificer – 154 o Cavalier – 56 o Inquisitive – 107
o Alchemist – 158 o Champion – 46 o Mastermind – 106
o Gunsmith – 160 o Eldritch Knight – 49 o Scout – 108
• Barbarian – 3 o Gunslinger – 60 o Swashbuckler – 107
o Ancestral Guardian – 8 o Knight – 54 o Thief – 103
o Battlerager – 7 o Monster Hunter – 58 • Sorcerer – 109
o Path of the Berserker – 5 o Purple Dragon Knight – 51 o Divine Soul – 116
o Path of the Juggarnaut – 10 o Samurai – 55 o Draconic Bloddline – 113
o Path of the Totem Warrior – 6 o Scout – 57 o Phoenix Sorcery – 117
o Storm Herald – 9 o Sharpshooter – 55 o Pyromancer – 120
o Zealot – 10 • Monk – 62 o Runechild – 120
• Bard – 12 o Way of the Cobalt Soul – 72 o Sea Sorcery – 118
o College of Glamour – 17 o Way of the Drunken Master – 71 o Shadow Magic – 115
o Way of the Four Elements – 66 o Stone Sorcery – 119
o College of Lore – 15
o College of the Maestro – 19 o Way of the Kensai – 69 o Storm Sorcery – 114
o Way of the Long Death – 68
o College of Satire – 17 o Wild Magic – 114
o Way of the Open Hand – 65
o College of Swords – 16
o Way of the Shadow – 65
• Warlock – 122
o College of Valor – 15 o Patron of the Archfey – 132
o Way of the Sun Soul – 68
o College of Whispers – 18 o Patron of the Celestial – 135
o Way of Tranquility – 70
• Blood Hunter – 195 o Patron of the Fiend – 132
o Order of the Ghostslayer – 199
• Mystic – 162 o Patron of the Great Old One – 133
o Order of the Lycan – 200 o [Disciplines] – 171 o Patron of the Hexblade – 136
o Order of the Mutant – 201 o Avatar – 167 o Patron of the Raven Queen – 137
o Awakened – 167 o Patron of the Seeker – 135
• Cleric – 22 o Patron of the Undying – 134
o Immortal – 168
o Arcane Domain – 32 • Wizard – 139
o Nomad – 169
o Blood Domain – 33 o Forbidden School of Blood Magic - 150
o Soul Knife – 169
o Forge Domain – 29 o School of Abjuration – 142
o Wu Jen – 170
o Grave Domain – 30 o School of Artificery – 148
o Knowledge Domain – 24 • Paladin – 74 o School of Bladeslinging – 147
o Life Domain – 25 o Oath of the Ancients – 78 o School of Conjuration – 142
o Light Domain – 26 o Oath of Conquest – 80 o School of Divination – 143
o Nature Domain – 27 o Oath of the Crown – 80 o School of Enchantment – 143
o Protection Domain – 31 o Oath of Devotion – 77 o School of Evocation – 144
o Tempest Domain – 27 o Oath of Redemption – 83 o School of Illusion – 145
o Trickery Domain – 28 o Oath of Treachery – 81 o School of Invention – 152
o War Domain – 29 o Oath of Vengeance – 79 o School of Lore Mastery – 149
• Druid – 35 • Ranger – 84 o School of Necromancy – 145
Ranger (No Spells) – 88 o School of Transmutation – 146
o Circle of Dreams – 40 o School of War Magic – 150
o Circle of the Land – 38 o Beastmaster – 94
o Circle of the Moon – 39 o Gloom Stalker – 96
o Circle of the Shepard – 40 o Horizon Walker – 97
o Circle of Spores – 42 o Hunter – 95
o Circle of Twilight – 41 o Monster Slayer – 99
• Fighter – 44 o Primeval Guardian – 98
o Arcane Archer – 51 • Rogue – 101
o Battle Master – 47 o Arcane Trickster – 104
o Brute – 59 o Assassin – 103

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Barbarian (PHB):
• Hit Points:
o Hit Points at 1st level: 12 + Con
Modifier
o Hit Dice: 1d12 per barbarian level
o Hit Points at Higher Levels: 1d12 + Con
Modifier per barbarian level after 1st
• Proficiencies
o Armor: Light and medium armor,
shields
o Weapons: Simple and Martial
weapons
o Tools: None
o Saving Throws: Strength, Constitution
o Skills: Choose two from Animal
Handling, Athletics, Intimidation,
Nature, Perception, and Survival
• Equipment
o a greataxe or (B) any martial melee
weapon
o two handaxes or (B) any simple
weapon
o An explorer’s pack and four javelins

• Level 1
o Proficiency Bonus +2
o Two Rages
o +2 Rage Damage
o Rage: On your turn, you can enter a
rage as a bonus action. While raging,
you gain the following benefits if you
aren’t wearing heavy armor:
▪ You have advantage on Strength
checks and Strength saving throws
▪ When you make a melee weapons
attack using Strength, you gain a
bonus to the damage roll that
increases as you gain levels as a
barbarian
▪ You have resistance to bludgeon-
ing, piercing, and slashing damage
▪ Unarmored Defense: While you
are not wearing any armor, your

3
AC equals 10 + Dex modifier + Con • Level 7
modifier. You can still use a shield o Feral Instinct: Your instincts are so
and gain this benefit. honed that you have advantage on
initiative rolls. Additionally, if you are
• Level 2 surprised at the beginning of combat
o Reckless Attack: You can throw aside all and aren’t incapacitated, you can act
concern for defense to attack with normally on your first turn, but only if
fierce desperation. When you make you enter your rage before doing
your first attack on a turn, you can anything else on that turn.
decide to attack recklessly. Doing so
gives you advantage on melee weapon • Level 8
attack rolls using Strength during this o Ability Score Improvement or Choice of
turn, but attack rolls against you have Feat
advantage until your next turn.
o Danger Sense: You gain an uncanny • Level 9
sense of when things nearby aren’t as o +4 Proficiency Bonus
they should be. You have advantage on o +3 Rage Damage
Dexterity saving throws against effects o Brutal Critical: You can roll one
that you can see, such as traps and additional weapon damage die when
spells. To gain this benefit, you can’t be determining the extra damage for a
blinded, deafened, or incapacitated critical hit with a melee attack

• Level 3 • Level 10
o Three Rages o Subclass Feature
o Primal Path (Choose a Subclass)
• Level 11
• Level 4 o Relentless Rage: Your rage can keep you
o Ability Score Improvement or Choice of fighting despite grievous wounds. If you
Feat drop to 0 hit points while you’re raging
and don’t die outright, you can make a
• Level 5 DC 10 Con saving throw. If you succeed,
o +3 Proficiency Bonus you drop to 1 hit point instead. Each
o Extra Attack: Whenever you take the time you use this feature after the first,
Attack Action, you can attack twice the DC increases by 5. When you finish
instead of once. a short or long rest, the DC resets to 10
o Fast Movement: Your speed increases
by 10ft. when you aren’t wearing heavy • Level 12
armor o Five Rages
o Ability Score Improvement or Choice of
• Level 6 Feat
o Four Rages
o Subclass Feature • Level 13
o +5 Proficiency Bonus

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o Brutal Critical (Improved): You can roll
two additional weapon damage die
Subclasses:
when determining the extra damage
for a critical hit with a melee attack Path of the Berserker (PHB):
• Level 14 • Level 3
o Subclass Feature o Frenzy: You can go into a frenzy when
you rage. If you do so, for the duration
• Level 15 of your rage you can make a single
o Persistent Rage: Your rage is so fierce melee weapon attack as a bonus action
that it ends early only if you fall on each of your turns after this one.
unconscious or if you choose to end it When your rage ends, you suffer one
level of exhaustion.
• Level 16
o +4 Rage Damage • Level 6
o Ability Score Improvement or Choice of o Mindless Rage: You can’t be charmed or
Feat frightened while raging. If you are
charmed or frightened when you enter
• Level 17 your rage, the effect is suspended for
o +6 Proficiency Bonus the duration of the rage.
o Six Rages
o Brutal Critical (Superior): You can roll • Level 10
three additional weapon damage die o Intimidating Presence: You can use your
when determining the extra damage action to frighten someone with your
for a critical hit with a melee attack menacing presence. When you do so,
choose one creature that you can see
• Level 18 within 30 feet of you. If the creature
o Indomitable Might: If your total for a can see or hear you, it must succeed on
Strength Check is less than your a Wisdom saving throw (DC equal to 8
Strength score, you can use that score + your proficiency bonus + your
in place of the total Charisma modifier) or be frightened of
you until the end of your next turn. On
• Level 19 subsequent turns, you can use your
o Ability Score Improvement or Choice of action to extend the duration of this
Feat effect on the frightened creature until
the end of your next turn. This effect
• Level 20 ends if the creature ends its turn out of
o Unlimited Rages line of sight or more than 60 feet away
o Primal Champion: You embody the from you. If the creature succeeds on
power of the wilds. Your Strength and its saving throw, you can't use this
Constitution scores increase by 4. Your feature on that creature again for 24
maximum for those scores is now 24 hours.

5
• Level 14 dash action as a bonus action on
o Retaliation: When you take damage your turn. The spirit of the eagle
from a creature that is within 5 feet of makes you into a predator who can
you, you can use your reaction to make weave through the fray with ease.
a melee weapon attack against that ▪ Elk: While you’re raging and aren’t
creature. wearing heavy armor, your walking
speed increases by 15ft.
Path of the Totem Warrior ▪ Tiger: While raging, you can add
10ft. to your long jump distance
(PHB/SC Update): and 3ft. to your high jump
distance.
• Level 3 ▪ Wolf: While you're raging, your
o Spirit Seeker: You gain the ability to cast friends have advantage on melee
the beast sense and speak with animals attack rolls against any creature
spells, but only as rituals. within 5 feet of you that is hostile
o Totem Spirit: You choose a totem spirit to you. The spirit of the wolf makes
and gain its feature. You must make or you a leader of hunters.
acquire a physical totem object -an
amulet or similar adornment—that • Level 6
incorporates fur or feathers, claws, o Aspect of the Beast: At 6th level, you
teeth, or bones of the totem animal. At gain a magical benefit based on the
your option. You also gain minor totem animal of your choice. You can
physical attributes that are reminiscent choose the same animal you selected
of your totem spirit. For example. if you at 3rd level or a different one.
have a hear totem spirit, you might be ▪ Bear: You gain the might of a bear.
unusually hairy and thick-skinned, or if Your carrying capacity (including
your totem is the eagle, your eyes turn maximum load and maximum lift)
bright yellow. Your totem animal might is doubled, and you have
be an animal related to those listed advantage on Strength checks
here but more appropriate to your made to push, pull, lift, or break
homeland. For example, you could objects.
choose a hawk or vulture in place of an ▪ Eagle: You gain the eyesight of an
eagle. eagle. You can see up to 1 mile
▪ Bear: While raging, you have away with no difficulty, able to
resistance to all damage except discern even fine details as though
psychic damage. The spirit of the looking at something no more than
bear makes you tough enough to 100 feet away from you.
stand up to any punishment. Additionally, dim light doesn't
▪ Eagle: While you're raging and impose disadvantage on your
aren't wearing heavy armor, other Perception checks.
creatures have disadvantage on ▪ Elk: Whether mounted or on foot,
opportunity attack rolls against your travel pace is doubled, as is
you each turn has disadvantage on the travel pace of up to ten
the attack roll and you can use the companions while they're within

6
60 feet of you and you're not end your turn in the air and
incapacitated (see chapter 8 in the nothing else is holding you aloft.
Player's Handbook for more ▪ Elk: While raging, you can use a
information about travel pace). bonus action during your move to
▪ Tiger: You gain proficiency in two pass through the space of a Large
skills from the following list: or smaller creature. That creature
Athletics, Acrobatics, Stealth, and must succeed on a Strength saving
Survival. throw (DC 8 + your Strength bonus
▪ Wolf: You gain the hunting + your proficiency bonus) or be
sensibilities of a wolf. You can knocked prone and take
track other creatures while bludgeoning damage equal to 1d12
traveling at a fast pace, and you +your Strength modifier.
can move stealthily while traveling ▪ Tiger: While you're raging, if you
at a normal pace (see chapter 8 for move at least 20 feet in a straight
rules on travel pace). line toward a Large or smaller
target right before making a melee
• Level 10 weapon attack against it, you can
o Spirit Walker: You can cast the use a bonus action to make an
commune with nature spell, but only as additional melee weapon attack
a ritual. When you do so, a spiritual against it.
version of one of the animals you chose ▪ Wolf: While you’re raging, you can
for Totem Spirit of Aspect of the Beast use a bonus action on your turn to
appears to you to convey the knock a Large or smaller creature
information you seek. prone when you hit it with a melee
weapon attack.
• Level 14
o Totemic Attunement: You gain a
magical benefit based on the totem
animal of your choice. You can choose Battlerager (SC):
the same animal you selected
previously or a different one. • Level 3
▪ Bear: While raging, any creature o Battlerager Armor: You gain the ability
within 5 feet of you that’s hostile to use spiked armor as a weapon.
to you has disadvantage on attack While you are wearing spiked armor
rolls against targets other than you and are raging, you can use a bonus
or another character with this action to make one melee attack with
feature. An enemy is immune to your armor spikes against a target
this effect if it can’t see or hear you within 5 feet of you. If the attack hits,
or if it can’t be frightened. the spikes deal 1d4 piercing damage.
▪ Eagle: While raging, you have a Use your strength modifier for attack
flying speed equal to your current and damage rolls. Additionally, when
walking speed. This benefit works you use the Attack action to grapple a
only in short bursts. You fall if you

7
creature, the target takes 3 piercing • Level 6
damage if your grapple check succeeds. o Spirit Shield: The guardian spirits that
aid you can provide supernatural
• Level 6 protection to those you defend. If you
o Reckless Abandon: When you use are raging and another creature you
Reckless Attack while raging, you also can see within 30 feet of you takes
gain temporary hit points equal to you damage, you can use your reaction to
Con modifier. They vanish if any of reduce that damage by 2d6.
them are left when your rage ends.
• Level 10
• Level 10 o Consult the Spirits: You gain the ability
o Battlerager Charge: You can take the to consult with your ancestral spirits.
Dash action as a bonus action while you When you do so, you cast the augury or
are raging. clairvoyance spell, without using a spell
slot or material components. Rather
• Level 14 than creating a spherical sensor, this
o Spiked Retribution: When a creature use of clairvoyance invisibly summons
within 5 feet of you hits you with a one of your ancestral spirits to the
melee attack, the attacker takes 3 chosen location. Wisdom is your
piercing damage if you are raging, spellcasting ability for these spells.
aren’t incapacitated, and are wearing After you cast either spell in this way,
Spiked Armor. you can’t use this feature again until
you finish a short or long rest.
o Spirit Shield (Improved): The damage
you reduce from Spirit Shield is now
Ancestral Guardian (XG): 3d8.

• Level 3 • Level 14
o Ancestral Protectors: Spectral warriors o Vengeful Ancestors: Your ancestral
appear when you enter your rage. spirits grow powerful enough to
While you’re raging, the first creature retaliate. When you use your Spirit
you hit with an attack on your turn Shield to reduce the damage of an
becomes the target of the warriors, attack, the attacker takes an amount of
which hinder its attacks. Until the start force damage equal to the damage that
of your next turn, that target has your Spirit Shield prevents.
disadvantage on any attack roll that o Spirit Shield (Superior): The damage
isn’t against you, and when the target you reduce from Spirit Shield is now
hits a creature other than you with an 4d8.
attack, that creature has resistance to
the damage dealt by the attack. The
effect on the target ends if your rage
ends.

8
Storm Herald (XG): levels: Level 5: 3 Temporary Hit
Points, Level 10: 4 Temporary Hit
• Level 3 Points, Level 15: 5 Temporary Hit
o Storm of Fury: When you select this Points, Level 20: 6 Temporary Hit
path at 3rd level, you emanate a Points.
stormy, magical aura while you rage.
The aura extends 10 feet from you in • Level 6
every direction, but not through total • Storm Soul: Your link to the power of
cover. Your aura has an effect that the storm grants you additional abilities
activates when you enter your rage, based on the environment you chose at
and you can activate the effect again 3rd level.
on each of your turns as a bonus ▪ Desert: You gain resistance to fire
action. Choose desert, sea, or tundra. damage, and you don’t suffer the
Your aura’s effect depends on that effects of extreme heat. As an
chosen environment, as detailed action, you can touch a flammable
below. You can change your object that isn’t being worn or
environment choice whenever you gain carried by anyone else and set it
a level in this class. If your aura’s on fire.
effects require a saving throw, the DC ▪ Sea: You gain resistance to
equals 8 + your proficiency bonus + lightning damage and can breathe
your Constitution modifier. underwater. You also gain a
▪ Desert: All other creatures in your swimming speed of 30 feet.
aura take 2 fire damage each. The o Tundra: You gain resistance to cold
damage increases at the following damage and you don’t suffer the
levels: Level 5: 3 Fire Damage, effects of extreme cold. As an
Level 10: 4 Fire Damage, Level 15: action, you can touch water and
5 Fire Damage, Level 20: 6 Fire turn a 5-foot cube of it into ice,
Damage. which melts after 1 minute. This
▪ Sea: Choose one other creature action fails if a creature is in the
you can see in your aura. The cube.
target must make a Dexterity
saving throw. The target takes 1d6 • Level 10
lightning damage on a failed save, o Shieling Storm: You learn to use your
or half as much damage on a mastery of the storm to protect others.
successful one. The damage Each creature of your choice has the
increases at the following levels: damage resistance you gained from the
Level 10: 2d6, Level 15: 3d6, Level Storm Soul Feature while the creature
20: 4d6. is in your Storm Aura.
▪ Tundra: Each creature of your
choice in your aura gains 2 • Level 14
temporary hit points, as icy spirits o Raging Storm: The power of the storm
inure it to suffering. The temporary you channel grows mightier.
hit points increase at the following ▪ Desert: Immediately after a
creature in your aura hits you with

9
an attack, you can use your • Level 6
reaction to force that creature to o Fanatical Focus: The divine power that
make a Dexterity saving throw. On fuels your rage can protect you. If you
a failed save, the creature takes fail a saving throw while raging, you
fire damage equal to half your can reroll it, and you must use the new
barbarian level. roll. You can use this ability only once
▪ Sea: When you hit a creature in per rage.
your aura with an attack, you can
use your reaction to force that • Level 10
creature to make a Strength saving o Zealous Presence: You learn to channel
throw. On a failed save, the divine power to inspire zealotry in
creature is knocked prone, as if others. As a bonus action, you unleash
struck by a wave. a battle cry infused with divine energy.
▪ Tundra: Whenever the effect of Up to ten other creatures of your
your Storm Aura is activated, you choice within 60 feet of you that can
can choose one creature you can hear you gain advantage on attack rolls
see in the aura. That creature must and saving throws until the start of
succeed on a Strength saving your next turn. Once you use this
throw, or its speed is reduced to 0 feature, you can’t use it again until you
until the start of your next turn, as finish a long rest.
magical frost covers it.
• Level 14
o Rage Beyond Death: The divine power
that fuels your rage allows you to shrug
Zealot (XG): off fatal blows. While raging having 0
hit points doesn’t knock you
• Level 3 unconscious. You still must make death
o Divine Fury: You can channel divine fury saving throws, and you suffer the
into your weapon strikes. While you’re normal effects of taking damage while
raging, the first creature you hit on at 0 hit points. However, if you would
each of your turns with a weapon die due to failing death saving throws,
attack takes extra damage equal to 1d6 you don’t die until your rage ends, and
+ your barbarian level. The extra you die then only if you still have 0 hit
damage is necrotic or radiant; you points.
choose the type of damage when you
gain this feature.
o Warrior of the Gods: Your soul is
marked for endless battle. If a spell Path of the Juggarnaut (CR):
(such as raise dead) would have the
sole effect of restoring you to life (but • Level 3
not undeath), the caster does not need o Thunderous Blows: Once per turn while
material components to cast the spell raging, when you damage a creature
on you. with a melee attack, you can force the

10
target to make a Strength saving throw
(DC 8 + your proficiency bonus + your
Strength modifier). On a failure, you
push the target 5 feet away from you,
and you can choose to immediately
move 5 feet into the target’s previous
position.
o Stance of the Mountain: You cannot be
knocked prone while raging unless you
become unconscious.

• Level 6
o Demolishing Might: All of your melee
attacks gain the siege property (your
attacks deal double damage to objects
and structures). Your melee attacks
against creatures of the construct type
deal an additional 1d8 weapon
damage.

• Level 10
o Overwhelming Cleave: When you make
a weapon attack while raging, you can
make another attack as a bonus action
with the same weapon against a
different creature that is within 5 feet
of the original target and within range
of your weapon.

• Level 14
o Unstoppable: You can become
“unstoppable” when you rage. If you
do so, for the duration of the rage your
speed cannot be reduced, and you are
immune to the frightened, paralyzed,
and stunned conditions. If you are
frightened, paralyzed, or stunned, you
can still take your bonus action to enter
your rage and suspend the effects for
the duration of the rage. When your
rage ends, you suffer one level of
exhaustion.

11
Bard (PHB):
• Hit Points
o Hit Dice: 1d8 per bard level
o Hit Points at 1st level: 8 + Con Modifier
o Hit Points at Higher Levels: 1d8 + Con
modifier per bard level after 1st
• Proficiencies
o Armor: Light armor
o Weapons: Simple weapons, hand
crossbows, longswords, rapiers,
shortswords
o Tools: Three musical instruments of
your choice
o Saving Throws: Dexterity, Charisma
o Skills: Choose any three
• Equipment
o a rapier, (B) a longsword, or (C) any
simple weapon
o a diplomat’s pack or (B) an entertainer’s
pack
o a lute or (b) any other musical
instrument
o Leather armor and a dagger

• Level 1
o +2 Proficiency Bonus
o Two Cantrips Known
o Four Spells known
o Two level 1 spell slots
o Spellcasting: You have learned to
untangle and reshape the fabric of
reality in harmony with your wishes
and music. Charisma is your
spellcasting modifier.
▪ Spell Save DC: 8 + proficiency
bonus + Charisma modifier
▪ Spellcasting Focus: You can use a
musical instrument as a spellcast-
ing focus

12
o Bardic Inspiration: You can inspire • Level 4
others through stirring words or music. o Learn another cantrip
To do so, you use a bonus action on o You learn another spell, level 1 or 2
your turn to choose one creature other o Gain one level 2 spell slot
than yourself within 60 feet of you who o Ability Score Improvement or Choice of
can hear you. That creature gains one Feat
Bardic Inspiration Die, a d6. You can
use this feature a number of times • Level 5
equal to your Charisma modifier. You o +3 Proficiency Bonus
regain any expended uses when you o You learn another spell, level 1-3
finish a long rest. Your Bardic Inspir- o Gain two level 3 spell slots
ation die changes when you reach o Bardic Inspiration Die becomes d8
certain levels in this class. o Font of Inspiration: You regain all of
your expended uses of Bardic Inspir-
• Level 2 ation when you finish a short or long
oYou learn another level 1 spell rest.
oThree total level 1 spell slots
oJack of All Trades: You can add half your • Level 6
proficiency bonus, rounded down, to o You learn another spell, level 1-3
any ability check you make that doesn’t o Gain one level 3 spell slot
already include your proficiency bonus o Subclass Feature
o Song of Rest: You can use soothing o Countercharm: You gain the ability to
music or oration to help revitalize your use musical notes or words of power to
wounded allies during a short rest. If disrupt mind-influencing effects. As an
you or any friendly creatures who can action, you can start a performance
hear your performance regain hit that lasts until the end of your next
points by spending a hit die, each of turn. During that time, you and any
those creatures regains an extra 1d6 hit friendly creatures within 30 feet of you
points. The extra hit points increase have advantage on saving throws
when you reach certain levels in this against being frightened or charmed. A
class. creature must be able to hear you to
gain this benefit. The performance
• Level 3 ends early if you arc incapacitated or
o You learn another spell, level 1 or 2 silenced or if you voluntarily end it (no
o Gain one level 1 spell slot, and two level action required).
2 spell slots.
o Bard College (Choose a Subclass) • Level 7
o Expertise: Choose two of your skill o You learn another spell, level 1-4
proficiencies. Your proficiency bonus is o Gain one level 4 spell slot
doubled for any ability check you make
that uses either of the chose proficien- • Level 8
cies. At 10th level, you can choose o You learn another spell, level 1-4
another two skills proficiencies to gain o You gain one level 4 spell slot
this benefit.

13
o Ability Score Improvement or Choice of • Level 13
Feat o +5 Proficiency Bonus
o You learn another spell, level 1-7
• Level 9 o You gain a level 7 spell slot
o+4 Proficiency Bonus o Song of Rest Die becomes a d10
oYou learn another spell, level 1-5
oYou gain one level 4 spell slot and one • Level 14
level 5 spell slot o Subclass Feature
o Song of Rest die becomes a d8 o Magical Secrets: You have plundered
magical knowledge from a wide
• Level 10 spectrum of disciplines. Choose two
oLearn another cantrip spells from any class, including this one.
oYou learn another two spells, level 1-5 A spell you choose must be of a level
oYou gain one level 5 spell slot you can cast, as shown on the Bard
oBardic Inspiration Die becomes d10 table, or a cantrip. The chosen spells
oExpertise: Choose two of your skill count as bard spells for you and are
proficiencies. Your proficiency bonus is included in the number in the Spells
doubled for any ability check you make Known column of the Bard table. You
that uses either of the chose learn two additional spells from any
proficiencies. You cannot choose the class at 18th level.
same skill(s) as when you gained
Expertise at level 3. • Level 15
o Magical Secrets: You have plundered o You learn another spell, level 1-8
magical knowledge from a wide o You gain one level 8 spell slot
spectrum of disciplines. Choose two o Bardic Inspiration die becomes a d12
spells from any class, including this one.
A spell you choose must be of a level • Level 16
you can cast, as shown on the Bard o Ability Score Improvement or Choice of
table, or a cantrip. The chosen spells Feat
count as bard spells for you and are
included in the number in the Spells • Level 17
Known column of the Bard table. You o +6 Proficiency Bonus
learn two additional spells from any o You learn another spell of any level
class at 14th level and again at 18th o You gain one level 9 spell slot
level. o Song of Rest Die becomes a d12

• Level 11 • Level 18
o You learn another spell, level 1-6 o You gain one level 5 spell slot
o You gain a level 6 spell slot o Magical Secrets: You have plundered
magical knowledge from a wide
• Level 12 spectrum of disciplines. Choose two
o Ability Score Improvement or Choice of spells from any class, including this one.
Feat A spell you choose must be of a level

14
you can cast, as shown on the Bard • Level 6
table, or a cantrip. The chosen spells o Additional Magical Secrets: You learn
count as bard spells for you and are two spells of your choice from any
included in the number in the Spells class. A spell you choose must be of a
Known column of the Bard table. level you can cast, as shown on the
Bard table, or a cantrip. The chosen
• Level 19 spells count as bard spells for you but
o You gain one level 6 spell slot don’t count against the number of bard
o Ability Score Improvement or Choice of spells you know.
Feat
• Level 14
• Level 20 o Peerless Skill: When you make an ability
o You gain one level 7 spell slot check, you can expend one use of
o Superior Inspiration: When you roll Bardic Inspiration. Roll a Bardic
initiative and have no Bardic Inspiration Inspiration die and add the number
left, you regain one use. rolled to your ability check. You can
choose to do so after you roll the die
for the ability check, but before the DM
tells you whether you succeed or fail.
Subclasses:
College of Valor (PHB):
College of Lore (PHB): • Level 3
o Bonus Proficiencies: You gain proficien-
• Level 3 cy with medium armor, shields, and
o Bonus Proficiencies: You gain proficien- martial weapons.
cy with three skills of your choice. o Combat Inspiration: A creature that has
o Cutting Words: When a creature that a Bardic Inspiration die from you can
you can see within 60 feet of you roll that die and add the number rolled
makes an attack or damage roll or an to a weapon damage roll it just made.
ability check, you can use your reaction Alternatively, when an attack roll is
to expend one of your uses of Bardic made against the creature, it can use
Inspiration, rolling a Bardic Inspiration its reaction to roll the Bardic Inspiration
die and subtracting the number rolled die and add the number rolled to its AC
from the creature’s roll. You can against that attack. After seeing the roll
choose to use this feature after the but before knowing whether it hits or
creature makes its roll, but before the misses.
DM determines whether the attack roll
or ability check succeeds or fails, or • Level 6
before the creature deals its damage. o Extra Attack: Whenever you take the
The creature is immune if it can’t hear Attack Action, you can attack twice
you or it’s immune to being charmed. instead of once.

15
• Level 14 to deal extra damage to the target
o Battle Magic: When you use your action you hit. The damage equals the
to cast a bard spell, you can make one number you roll on the Bardic
weapon attack as a bonus action. Inspiration die. You also add the
number rolled to your AC until the
start of your next turn.
▪ Slashing Flourish: You can expend
College of Swords (XG): one use of your Bardic Inspiration
to cause the weapon to deal extra
damage to the target you hit and
• Level 3
to any other creature of your
o Bonus Proficiencies: You gain proficien-
choice that you can see within 5
cy with medium armor and scimitars. If
feet of you.
you’re proficient with a simple or
▪ Mobile Flourish: You can expend
martial melee weapon, you can use it
one of your uses of Bardic
as a spellcasting focus for your bard
Inspiration, to cause the weapon
spells.
to deal extra damage to the target
o Fighting Style: You adopt a style of
you hit. If the attack hits its target,
fighting as your specialty. You can’t
you can push the target up to 5
take a Fighting Style option more than
feet away from you, plus a number
once, even if something in the game
of feet equal to the number you
lets you choose again:
roll on the Bardic Inspiration die.
▪ Dueling: When you are wielding a
You can then immediately use your
melee weapon in one hand and no
reaction to move up to your speed
other weapons, you gain a +2
to an unoccupied space within 5
bonus to damage rolls with that
feet of the target.
weapon.
▪ Two-Weapon Fighting: When you
engage in two-weapon fighting, • Level 6
you can add your ability modifier o Extra Attack: You can attack twice,
to the damage of the second instead of once, whenever you take the
attack Attack action on your turn.
o Blade Flourish: Whenever you take the
Attack action on your turn, your • Level 14
walking speed increases by 10 feet until o Master’s Flourish: Whenever you use a
the end of the turn, and if a weapon Blade Flourish option, you can roll a d6
attack that you make as part of this and use it instead of expending a Bardic
action hits a creature, you can use on Inspiration die.
of the following Blade Flourish options
of your choice. You can use only one
Blade Flourish option per turn.
▪ Defensive Flourish: You can
expend one of your uses of Bardic
Inspiration, to cause the weapon

16
College of Satire (UA): using the new result in place of the
failed one. If using this ability grants
• Level 3 you success on the attack, saving
o Bonus Proficiencies: You gain proficien- throw, or ability check, note the
cy with thieves’ tools. You also gain number you rolled on the Bardic
proficiency in Sleight of Hand and one Inspiration die. The DM can then apply
additional skill of your choice. If you are that result as a penalty to an attack or
already proficient with thieves’ tools or check you make, and you cannot use
in Sleight of Hand, choose another skill this ability again until you suffer this
proficiency for each proficiency you drawback. When the DM invokes this
already have. penalty, Describe an embarrassing
o Tumbling Fool: As a bonus action you gaffe or mistake you make as part of
can tumble. When you tumble, you the affected die roll.
gain the following benefits for the rest
of your turn:
▪ You gain the benefits of taking the
Dash and Disengage action. College of Glamour (XG):
▪ You gain a climbing speed equal to
your current speed. • Level 3
▪ You take half damage from falling. o Mantle of Inspiration: As a bonus
action, you can expend a use of Bardic
• Level 6 Inspiration to grant yourself a
o Fool’s Insight: You can cast detect wondrous appearance. When you do
thoughts up to a number of times equal so, choose a number of allies you can
to your Charisma modifier. You regain see and who can see you within 60 feet
any expended uses of this ability after of you, up to a number of them equal
completing a long rest. If a creature to your Charisma Modifier. Each target
resists your attempt to probe deeper gains 5 temporary hit points. When a
and succeeds at its saving throw target gains these temporary hit points,
against your detect thoughts, it it can also use its reaction to move up
immediately suffers an embarrassing to its speed toward you, without
social gaffe. It might loudly pass gas, opportunity attacks. The number of
unleash a thunderous burp, trip and temporary hit points increases to 8 at
fall, or be compelled to tell a tasteless 5th level, 11 at 10th level, and 14 at
joke. 15th level.
o Enthralling Performance: If you perform
• Level 14 for at least 1 minutes, you can attempt
o Fool’s Luck: You can expend one use of to inspire wonder in your audience by
Bardic Inspiration after you fail an singing, reciting a poem, or dancing. At
ability check, saving throw, or miss with the end of the performance, choose a
an attack roll. Roll a bardic Inspiration number of humanoids within 60 feet of
die and add the number rolled to your you who watched and listened to all of
attack, saving throw, or ability check, it, up to a number of them equal to

17
your Charisma modifier (minimum of you are incapacitated. For the duration,
one). Each target must succeed on a whenever any creature tries to attack
Wisdom saving throw against your spell you for the first time on a turn, the
save DC or be charmed by you. While attacker must make a Charisma saving
charmed in this way, the target idolizes throw against your Spell Save DC. On a
you, it speaks glowingly of you to failed save, it can’t attack you on this
anyone who speaks to it, and it hinders turn, and it must choose a new target
anyone who opposes you, avoiding for its attack or the attack is wasted. On
violence unless it was already inclined a successful save, it can attack you on
to fight on your behalf. This effect ends this turn, but it has disadvantage on
on a target after 1 hour, if it takes any any saving throw it makes against your
damage, if you attack it, or if it spells on your next turn. Once you
witnesses you attacking or damaging assume this majestic presence, you
any of its allies. If a target succeeds on can’t do so again until you finish a short
its save against this effect, the target or long rest.
has no hint that you tried to charm it.
Once you use this feature, you can’t
use it again until you finish a short or
long rest. College of Whispers (XG):
• Level 6 • Level 3
o Mantle of Majesty: As a bonus action, o Psychic Blades: When you hit a creature
you cast command, without expending with a weapon attack, you can expend
a spell slot, and you take on an one use of your Bardic Inspiration to
appearance of unearthly beauty for 1 deal an additional 2d6 psychic damage
minute or until your concertation ends to that target. You can do so only once
(as if you were concentrating on a per round on your turn. The additional
spell). During this time, you can cast damage increases when you reach
command as a bonus action on each of certain levels in this class, increasing to
your turns, without expending a spell 3d6 at 5th level, 5d6 at 10th level, and
slot. Any creature charmed by you 8d6 at 15th level.
automatically fails its saving throw o Words of Terror: If you speak to a
against the command you cast with this humanoid alone for at least 1 minute,
feature. Once you use this feature, you you can attempt to seed paranoia into
can’t use it again until you finish a long its mind. At the end of the conversa-
rest. tion, the target must succeed on a
Wisdom saving throw against your spell
• Level 14 save DC or be frightened of you or
o Unbreakable Majesty: You appearance another creature of your choice. The
permanently gains an otherworldly target is frightened in this way for 1
aspect that makes you look more lovely hour, until it is attacked or damaged, or
and fierce. In addition, as a bonus until it witnesses its allies being
action, you can assume a magically attacked or damaged. If the target
majestic presence for 1 minute or until

18
succeeds on its save, the target has no your spell save DC. It automatically
hint that you tried to frighten it. Once succeeds if it doesn't share a language
you use this feature, you can’t use it with you or if it can't hear you. On a
again until you finish a short rest or successful saving throw, your whisper
long rest. sounds like unintelligible mumbling and
has no effect. On a failed saving throw,
• Level 6 the target is charmed by you for the
o Mantle of Whispers: At 6th level, you next 8 hours or until you or your allies
gain the ability to adopt a creature’s attack it, damage it, or force it to make
persona. When a humanoid dies within a saving throw. It interprets the
30 feet of you, you can magically whispers as a description of its most
capture its shadow using your reaction. mortifying secret. You gain no
You retain this shadow until you use it knowledge of this secret, but the target
or you finish a long rest. You can use is convinced you know it. The charmed
the shadow as an action. When you do creature obeys your commands for fear
so it vanishes, magically transforming that you will reveal its secret. It won't
into a disguise that appears on you. risk its life for you or fight for you,
You now look like the dead person, but unless it was already inclined to do so.
healthy and alive. This disguise lasts for It grants you favors and gifts it would
1 hour or until you end it as a bonus offer to a close friend. When the effect
action. While you’re in the disguise, ends, the creature has no
you gain access to all information that understanding of why it held you in
the humanoid would freely share with such fear. Once you use this feature,
a casual acquaintance. Such you can't use it again until you finish a
information includes general details on long rest.
its background and personal life, but
does not include secrets. The
information is enough that you can
pass yourself off as the creature by College of the Maestro (CR):
drawing on its memories. Another
creature can see through this disguise • Level 3
by making a Insight check contested by o Battle Muse: You gain one additional
your Deception check, though you gain use of your Bardic Inspiration.
a +5 bonus to your check. Once you o Symphony of Conflict: You learn 2
capture a shadow with this feature, you conducting techniques. All techniques
can’t capture another one with it until require at least one free hand, baton,
you finish a short or long rest. or wand to utilize. You also must be
able to see your target, and they must
• Level 14 be able to hear you.
o Shadow Lore: As an action, you ▪ Area of Suspense: As an action you
magically whisper a phrase that only may expend and roll a Bardic
one creature of your choice within 30 Inspiration die. For the next 10
feet of you can hear. The target must minutes, any creatures of your
make a Wisdom saving throw against

19
choice within 60 feet cannot be ▪ Guiding Tone: As a bonus action,
surprised, and gain a bonus on you expend and roll a Bardic
saving throws against traps and Inspiration die and select a
environmental hazards equal to creature other than yourself within
your Bardic Inspiration die roll. 60ft. The target must succeed on a
▪ Crash: When a creature other than Wisdom saving throw against your
yourself within 60 feet of you hits Spell save DC or take psychic
with an attack, you can use your damage equal to half of the
reaction to expend and roll a number rolled and be pushed 10
Bardin Inspiration die. The target feet in a direction you choose. A
of the triggering attack must make target can fail the saving throw
a strength saving throw against voluntarily.
your Spell save DC or take thunder ▪ Hasten Tempo: You can use a
damage equal to half of the bonus action on your turn to
number rolled and be knocked choose one creature other than
prone. yourself within 60 feet. Expend and
▪ Dirge of Dread: When an ally roll a Bardic Inspiration die, adding
brings a creature within 60 feet to the number rolled to the creature’s
0 hit points, you can use your initiative and moving them up the
reaction to expend and roll a initiative order accordingly. If this
Bardic Inspiration die. Select a would move them higher than you,
number of creatures within 15 feet they immediately take their turn
of the triggering ally equal to half after you this round. A creature
of the number rolled (minimum 1). cannot be affected by Hasten
Each target must make a Wisdom Temp again until they’ve finished a
saving throw against your Spell rest.
Save DC or become frightened of ▪ Hymn of Harmony: When a
the triggering ally until the end of creature that has a Bardic
that ally’s next turn. After the Inspiration die from you regains
effect ends, of the save is any hit points, they can expend
successful, targeted creatures are and roll their inspiration die to
immune to Dirge of Dread for the regain additional hit points equal
next 24 hours. to the number rolled.
▪ Dissonance: When a creature ▪ Majestic Anthem: You can expend
within 60 feet is forced to make a and roll a Bardic Inspiration die as
saving throw, you can use your an action, and all other creatures
reaction to expend and roll a you choose within 60ft. gain
Bardic Inspiration die. You reduce temporary hit points equal to the
their saving throw by half of the number rolled plus your Charisma
number rolled. You can use this modifier. These temporary hit
feature after the creature makes points last 1 minute.
its roll, but before the DM ▪ Resonance: Using a bonus action,
determines a success or failure. you can expend and roll a Bardic
Inspiration die, choosing one

20
weapon within 60 feet of you. For Virtuoso of Captivation, you must finish
1 minute, all attacks with that a rest before you can use it again.
weapon deal additional thunder o Battle Muse: You gain one additional
damage equal to half of the use of your Bardic Inspiration.
number rolled (minimum of 1). o Additional Conducting Technique:
▪ Sprint: A creature that has a Bardic Choose another Conducting Technique
Inspiration die from you can to learn. You may also replace one you
expend and roll their inspiration to know with a different one.
increase their speed for that turn.
A roll of 1-4 increases their speed
by 10 feet, a roll of 5-8 increases
their speed by 15 feet, and a roll of
9+ increases their speed by 20 feet.

• Level 6
o Frenetic Crescendo: You can use your
action to expend any number of uses of
your Bardic Inspiration feature. For
each expended use, you can
immediately grant a Bardic Inspiration
die to a creature other than yourself
within 60 feet that you can see. Once
you use this feature, you must finish a
long rest before you can use it again.
o Battle Muse: You gain one additional
use of your Bardic Inspiration.
o Additional Conducting Technique:
Choose another Conducting Technique
to learn. You may also replace one you
know with a different one.

• Level 14
o Virtuoso of Captivation: For up to 10
minutes, any number of creatures you
choose within 60 feet who can hear
you have disadvantage on any saving
throws against being charmed and
against magical sleep. In addition,
affected targets have disadvantage on
Perception rolls that rely on sight or
sound to detect targets other than you.
In combat, you must spend your action
each turn to continue the performance
or the effect ends. Once you use

21
Cleric (PHB):
• Hit Points
o Hit Dice: 1d8 per cleric level
o Hit Points at 1st level: 8 + Con Modifier
o Hit Points at Higher Levels: 1d8 + Con
Modifier per cleric level after 1st
• Proficiencies
o Armor: Light and medium armor, shields
o Weapons: All Simple weapons
o Tools: None
o Saving Throws: Wisdom, Charisma
o Skills: Choose two from History, Insight,
Medicine, Persuasion, and Religion
• Equipment
o a mace or (B) a Warhammer (if
proficient)
o scale mail, (B) leather armor, or (C)
chain mail (if proficient)
o a light crossbow and 20 bolts or (b) any
simple weapon
o a priest’s pack or (B) explorer’s pack
o A shield and a holy symbol

• Level 1
o +2 Proficiency Bonus
o Three cantrips
o Two level 1 spell slots
o Spellcasting: As a conduit for divine
power, you can cast cleric spells. You
prepare the list of cleric spells that are
available for you to cast after every
long rest. When you do so, choose a
number of cleric spells equal to your
Wisdom modifier + your cleric level.
▪ Spell Save DC: 8 + proficiency
bonus + Wisdom modifier
▪ Spellcasting Focus: You can use a
holy symbol as a spellcasting focus
o Divine Domain (Choose a Subclass)

22
• Level 2 o Destroy Undead: When an undead fails
oSubclass Feature its saving throw against your Turn
oGain one level 1 spell slot Undead feature, the creature is
oChannel Divinity: You gain the ability to instantly destroyed if its challenge
channel divine energy directly from rating is at or below ½.
your deity, using that energy to fuel
magical effects. When you use your • Level 6
Channel Divinity, you choose which o Subclass Feature
effect to create. You must then finish a o Gain one level 3 spell slot
short or long rest to use your Channel o Channel Divinity can now be used twice
Divinity again. Some Channel Divinity before each rest
effects require saving throws. When
you use such an effect from this class, • Level 7
the DC equals your cleric spell save DC. o Gain one level 4 spell slot
o Channel Divinity: Turn Undead - As an
action, you present your holy symbol, • Level 8
and each undead that can see or hear oSubclass Feature
you that is within 30ft. of you must oGain one level 4 spell slot
make a Wisdom saving throw. If it fails oAbility Score Improvement or Choice of
its saving throw, it is turned for 1 Feat
minute or until it takes any damage. A o Destroy Undead can now instantly
turned creature must spend its turns destroy undead creatures that fail Turn
trying to move as far away from you as Undead with a CR of 1 or lower.
it can, and it can’t willingly move to a
space within 30ft. of you. It also can’t • Level 9
take reactions. For its action, it can only o +4 Proficiency Bonus
use the Dash action or try to escape o Gain one level 4 spell slot and one level
from an effect that prevents it from 5 spell slot
moving. If there’s nowhere to move,
the creature can use the Dodge action. • Level 10
o Gain one cantrip
• Level 3 o Gain one level 5 spell slot
o Gain one level 1 spell slot and two level o Divine Intervention: Imploring your
2 spell slots deity's aid requires you to use your
action. Describe the assistance you
• Level 4 seek, and roll percentile dice. If you roll
o Gain one cantrip a number equal to or lower than your
o Gain one level 2 spell slot cleric level, your deity intervenes. The.
o Ability Score Improvement or Choice of DM chooses the nature of the
Feat intervention; the effect of any cleric
spell or cleric domain spell would be
• Level 5 appropriate. If your deity intervenes,
o +3 Proficiency Bonus you can't use this feature again for 7
o Gain two level 3 spell slots

23
days. Otherwise, you can use it again • Level 19
after you finish a long rest. o Gain one level 6 spell slot
o Ability Score Improvement or Choice of
• Level 11 Feat
o Gain one level 6 spell slot
o Destroy Undead can now instantly • Level 20
destroy undead creatures that fail Turn o Gain one level 7 spell slot
Undead with a CR of 2 or lower. o Your Divine Intervention automatically
succeeds, no roll required.
• Level 12
o Ability Score Improvement or Choice of
Feat

• Level 13
Subclasses:
o +5 Proficiency Bonus
o Gain one level 7 spell slot Knowledge Domain (PHB):
• Level 14 • Spells:
o Destroy Undead can now instantly o 1st – command, identify
destroy undead creatures that fail Turn o 3rd – augury, suggestion
Undead with a CR of 3 or lower. o 5th – nondetection, speak with dead
o 7th – arcane eye, confusion
• Level 15 o 9th – legend lore, scrying
o Gain one level 8 spell slot
• Level 1
• Level 16 o Blessings of Knowledge: You learn two
o Ability Score Improvement or Choice of languages of your choice. You also
Feat become proficient in your choice of
two of the following skills: Arcana,
• Level 17 History, Nature, or Religion. Your
o Subclass Feature proficiency bonus is doubled for any
o +6 Proficiency Bonus ability check you make that uses either
o Gain one level 9 spell slot of those skills
o Destroy Undead can now instantly
destroy undead creatures that fail Turn • Level 2
Undead with a CR of 4 or lower. o Channel Divinity: Knowledge of the
Ages – As an action, you choose one
• Level 18 skill or tool. For 10 minutes, you have
o Gain one level 5 spell slot proficiency with the chosen skill or tool.
o Channel Divinity can now be used three
times before each rest • Level 6
o Channel Divinity: Read Thoughts – As
an action, choose one creature that
you can see within 60 feet of you. That

24
creature must make a Wisdom saving spend I additional minute for each
throw. If the creature succeeds on the owner to learn the same
saving throw. you can't use this feature information about that creature.
on it again until you finish a long rest. If ▪ Area Reading. As you meditate,
the creature fails its save, you can read you see visions of recent events in
its surface thoughts (those foremost in your immediate vicinity (a room,
its mind, reflecting its current emotions street, tunnel, clearing, or the like,
and what it is actively thinking about) up to a 50-foot cube), going back a
when it is within 60 feet of you. This number of days equal to your
effect lasts for 1 minute. During that Wisdom score. For each minute
time, you can use your action to end you meditate, you learn about one
this effect and cast the suggestion spell significant event, beginning with
on the creature without expending a the most recent. Significant events
spell slot. The target automatically fails typically involve powerful
its saving throw against the spell. emotions, such as battles and
betrayals, marriages and murders,
• Level 8 births and funerals. However, they
o Potent Spellcasting: You add your might also include more mundane
Wisdom modifier to the damage you events that are nevertheless
deal with any cleric cantrip. important in your current
situation.
• Level 17
o Visions of the Past: You spend at least 1
minute in meditation and prayer, then
receive dreamlike, shadowy glimpses of Life Domain (PHB):
recent events. You can meditate in this
way for a number of minutes equal to • Spells:
your Wisdom score and must maintain o 1st – bless, cure wounds
concentration during that time, as if o 3rd – lesser restoration, spiritual
you were casting a spell. Once you use weapon
this feature, you can't use it again until o 5th – beacon of hope, revivify
you finish a short or long rest. o 7th – death wand, guardian of faith
▪ Object Reading. Holding an object o 9th – mass cure wounds, raise dead
as you meditate, you can see
visions of the object's previous • Level 1
owner. After meditating for 1 o Bonus Proficiency: You gain proficiency
minute, you learn how the owner in heavy armor
acquired and lost the object, as o Disciple of Life: Your healing spells are
well as the most recent significant more effective. Whenever you use a
event involving the object and that spell to restore hit points to a creature,
owner. If the object was owned by the creature regains additional hit
another creature in the recent past points equal to 2 + the spell’s level
(within a number of days equal to
your Wisdom score), you can

25
• Level 2 o 7th – guardian of faith, wall of fire
o Channel Divinity: Preserve Life – As an o 9th – flame strike, scrying
action, you present your holy symbol
and evoke healing energy that can • Level 1
restore a number of hit points equal to o Bonus Cantrip: You gain the light cantrip
five times your cleric level. Choose any if you don’t already know it.
creatures within 30 feet of you, and o Warding Flare: When you are attacked
divide those hit points among them. by a creature within 30ft. of you that
This feature can restore a creature to you can see, you can use your reaction
no more than half of its hit point to impose disadvantage on the attack
maximum. You can’t use this feature on roll, causing light to flare before the
an undead or a construct. attacker hits or misses. An attacker that
can’t be blinded is immune to this
• Level 6 feature. You can sue this feature a
o Blessed Healer – When you cast a spell number of times equal to your wisdom
that restores hit points to a creature modifier. You regain all uses after a
other than you, you regain hit points long rest
equal to 2 + the spell’s level.
• Level 2
• Level 8 o Channel Divinity: Radiance of the Dawn
o Divine Strike: Once on each of your – As an action, you present your holy
turns when you hit a creature with a symbol, and any magical darkness
weapon attack, you can cause the within 30ft. of you is dispelled.
attack to deal an extra 1d8 radiant Additionally, each hostile creature
damage to the target. When you reach within 30ft. of you must make a
14th level, the damage increases to Constitution saving throw. A creature
2d8. takes radiant damage equal to 2d10 +
your cleric level on a failed saving
• Level 17 throw, and half as much damage on a
o Supreme Healing: When you would successful one. A creature that has
normally roll one or more dice to total cover from you is not affected.
restore hit points with a spell, you
instead use the highest number • Level 6
possible for each die. o Improved Flare: You can also use your
Warding Flare feature when a creature
that you can see within 30ft. of you
attacks a creature other than you.
Light Domain (PHB):
• Level 8
• Spells: o Potent Spellcasting: You add your
o 1st – burning hands, faerie fire Wisdom modifier to the damage you
o 3rd – flaming sphere, scorching ray deal with any cleric cantrip.
o 5th – daylight, fireball

26
• Level 17 you, it is friendly to you and other
o Corona of Light: You can use your action creatures you designate.
to activate an aura of sunlight that lasts
for 1 minute or until you dismiss it • Level 6
using another action. You emit bright o Dampen Elements: When you or a
light in a 60-foot radius and dim light creature within 30ft. of you takes acid,
30ft. beyond that. Your enemies in the cold, fire, lightning, or thunder damage
bright light have disadvantage on you can use your reaction to grant
saving throws against any spell that resistance to the creature against that
deals fire or radiant damage. instance of the damage.

• Level 8
o Divine Strike: Once on each of your
Nature Domain (PHB): turns when you hit a creature with a
weapon attack, you can cause the
• Spells: attack to deal an extra 1d8 cold, fire, or
o 1st – animal friendship, speak with lightning damage to the target. When
animals you reach 14th level, the damage
o 3rd – Barkskin, spike growth increases to 2d8.
o 5th – plant growth, wind wall
o 7th – dominate beast, grasping vine • Level 17
o 9th – insect plague, tree stride o Master of Nature: While creature(s) are
charmed by your Charm Animals and
• Level 1 Plants feature, you can take a bonus
o Bonus Proficiency: You gain proficiency action on your turn to verbally
in heavy armor command what each of those creatures
o Acolyte of Nature: You learn one druid will do on its next turn.
cantrip of your choice, and gain
proficiency in one of the following
skills: Animal Handling, Nature, or
Survival Tempest Domain (PHB):
• Level 2 • Spells:
o Channel Divinity: Charm Animals and o 1st – fog cloud, thunderwave
Plants – As an action, you present your o 3rd – gust of wind, shatter
holy symbol and invoke the name of o 5th – call lightning, sleet storm
your deity. Each beast or plant creature o 7th – control water, ice storm
that can see you within 30ft. of you o 9th – destructive wave, insect plague
must make a Wisdom saving throw. If
the creature fails its saving throw, it is • Level 1
charmed by you for 1 minute or until it o Bonus Proficiency: You gain proficiency
takes damage. While it is charmed by with martial weapons and heavy armor

27
o Wrath of the Storm: When a creature Trickery Domain (PHB):
within 5ft. of you that you can see hits
you with an attack, you can use your • Spells:
reaction to cause the creature to make o 1st – charm person, disguise self
a Dexterity saving throw. The creature o 3rd – mirror image, pass without trace
takes 2d8 lightning or thunder damage o 5th – blink, dispel magic
on a failed save, and half as much on a o 7th – dimension door, polymorph
successful one. You can use this feature o 9th – dominate person, modify memory
a number of times equal to your
Wisdom modifier. You regain all
• Level 1
expended uses when you finish a long
o Blessings of the Trickster: You can use
rest
your action to touch a willing creature
other than yourself to give it advantage
• Level 2 on Stealth checks. This blessing lasts for
o Channel Divinity: Destructive Wrath – 1 hour or until you use this feature
When you roll lightning or thunder again.
damage, you can use your Channel
Divinity to deal maximum damage,
• Level 2
instead of rolling.
o Channel Divinity: Invoke Duplicity – As
an action, you create a perfect illusion
• Level 6 of yourself that lasts for 1 minute, or
o Thunderbolt Strike: When you deal until you lose concentration. The
lightning damage to a Large or smaller illusion appears in an unoccupied space
creature, you can also push it up to 10 that you can see within 30ft. of you. As
feet away from you. a bonus action no your turn, you can
move the illusion up to 30ft. to a space
• Level 8 you can see, but it must remain within
o Divine Strike: Once on each of your 120 feet of you. For the duration, you
turns when you hit a creature with a can cast spells as though you were in
weapon attack, you can cause the the illusion’s space, but you must use
attack to deal an extra 1d8 thunder your own senses. Additionally, when
damage to the target. When you reach both you and your illusion are within 5
14th level, the damage increases to feet of a creature that can see the
2d8. illusion, you have advantage on attack
rolls against that creature.
• Level 17
o Stormborn: You have a flying speed • Level 6
equal to your current walking speed o Channel Divinity: Cloak of Shadows –
whenever you are not underground or As an action, you become invisible until
indoors. the end of your next turn. You become
visible if you attack or cast a spell.

28
• Level 8 after you see the roll, but before the
o Divine Strike: Once on each of your DM says whether the attack hits or
turns when you hit a creature with a misses.
weapon attack, you can cause the
attack to deal an extra 1d8 poison • Level 6
damage to the target. When you reach o Channel Divinity: War God’s Blessing –
14th level, the damage increases to When a creature within 30ft. of you
2d8. makes an attack roll, you can use your
reaction to grant that creature a +10
• Level 17 bonus to the roll, using your Channel
o Improved Duplicity: You can create four Divinity. You make this choice after you
duplicates of yourself, instead of one, see the roll, but before the DM says
when you use Invoke Duplicity. As a whether the attack hits of misses.
bonus action on your turn, you can
move any number of them up to 30ft., • Level 8
to a maximum range of 120 feet. o Divine Strike: Once on each of your
turns when you hit a creature with a
weapon attack, you can cause the
attack to deal an extra 1d8 damage of
War Domain (PHB): the same type dealt by the weapon to
the target. When you reach 14th level,
• Spells: the damage increases to 2d8.
o 1st – divine favor, shield of faith
o 3rd – magic weapon, spiritual weapon • Level 17
o 5th – crusader’s mantle, spirit guardians o Avatar of Battle: You gain resistance to
o 7th – freedom of movement, stoneskin bludgeoning, piercing, and slashing
o 9th – flame strike, hold monster damage, from nonmagical weapons.

• Level 1
o Bonus Proficiency: You gain proficiency
with martial weapons and heavy armor Forge Domain (XG):
o War Priest: When you use the Attack
action, you can make one weapon • Spells:
attack as a bonus action. You can use o 1st – searing smite, identify
this feature a number of times equal to o 3rd – heat metal, magic weapon
your Wisdom modifier. You regain all o 5th – elemental weapon, protection
expended uses after a long rest. from energy
o 7th – fabricate, wall of fire
• Level 2 o 9th – animate objects, creation
o Channel Divinity: Guided Strike – When
you make an attack roll, you can use • Level 1
your Channel Divinity to gain a +10 o Bonus Proficiency: You gain proficiency
bonus to the roll. You make this choice with heavy armor and smith’s tools.

29
o Blessing of the Forge: At the end of a attack to deal an extra 1d8 fire damage
long rest, you can touch one to the target.
nonmagical object that is a suit of
armor or a simple or martial weapon. • Level 14
Until the end of your next long rest, the o Improved Divine Strike: Divine Strike
object becomes a magic item, granting now deals an extra 2d8 fire damage.
a +1 bonus to AC if it’s armor or a +1
bonus to attack and damage rolls if it’s • Level 17
a weapon. o Saint of Forge and Fire: Your blessed
affinity with fire and metal becomes
• Level 2 more powerful. You gain immunity to
o Channel Divinity: Artisan’s Blessing – fire damage. You have resistance to
You conduct an hour-long ritual that bludgeoning, piercing, and slashing
crafts a nonmagical item that must damage from non-magical attacks
include some metal: a simple/martial while wearing Heavy Armor.
weapon, a suit or armor, ten pieces of
ammunition, a set of tools, or another
metal object. The creation is completed
at the end of the hour, coalescing in an Grave Domain (XG):
unoccupied space of your choice on a
surface within 5 feet of you. The thing
• Spells:
you create can be something that is
o 1st – bane, false life
worth no more than 100 gp. As part of o 3rd – gentle repose, ray of
this ritual, you must lay out metal, enfeeblement
which can include coins, with a value o 5th – revivify, vampiric touch
equal to the creation. The metal o 7th – blight, death ward
irretrievably coalesces and transforms o 9th – antilife shell, raise dead
into the creation at the ritual’s end,
magically forming even nonmetal parts
• Level 1
of the creation. The ritual can create a
o Circle of Mortality: When you would
duplicate of a nonmagical item that
normally roll one or more dice to
contains metal, such as a key, if you
restore hit points with a spell to a
possess the original during the ritual.
creature at 0 hit points, you instead use
the highest number possible for each
• Level 6 die. In addition, you learn the spare the
o Soul of the Forge – Your mastery of the dying cantrip, which doesn’t count
forge grants your resistance to fire against the number of cleric cantrips
damage and a +1 bonus to AC while
you know. For you, it has a range of 30
wearing Heavy Armor. feet, and you can cast it as a bonus
action.
• Level 8 o Eyes of the Grave: As an action, you can
o Divine Strike: Once on each of your open your awareness to magically
turns when you hit a creature with a detect undead. Until the end of your
weapon attack, you can cause the

30
next turn, you know the location of any can use this feature only if you aren’t
undead within 60 feet of you that isn’t incapacitated. Once you use it, you
behind total cover and that isn’t can’t do so again until the start of your
protected from divination magic. This next turn.
sense doesn’t tell you anything about a
creature’s capabilities or identity. You
can use this feature a number of times
equal to your Wisdom modifier. You Protection Domain (UA):
regain all expended uses when you
finish a long rest. • Spells:
o 1st – compelled duel, protection from
• Level 2 evil and good
o Channel Divinity: Path to the Grave – o 3rd – aid, protection from poison
As an action, you choose once creature o 5th –protection from energy, slow
you can see within 30 feet of you, o 7th – guardian of faith, Otiluke’s
cursing it until the end of your next resilient sphere
turn. The next time you or an ally or o 9th – antilife shell, wall of force
yours hits the cursed creature with an
attack, the creature has vulnerability to • Level 1
all of that attack’s damage, and then o Bonus Proficiency: You gain proficiency
the curse ends. with heavy armor
o Shield of the Faithful: When a creature
• Level 6 attacks a target other than you that is
o Sentinel at Death’s Door – As a reaction within 5ft. of you, you can use your
when you or a creature you can see reaction to impose disadvantage on the
within 30 feet of you suffers a critical attack roll. To do so, you must be able
hit, you can turn it into a normal hit. to see both the attacker and the target.
Any effects triggered by a critical hit are You interpose an arm, a shield, or some
canceled. You can use this feature a other part of yourself to try to throw
number of times equal to your Wisdom the attack off target.
modifier. You regain all expended uses
when you finish a long rest. • Level 2
o Channel Divinity: Radiant Defense –As
• Level 8 an action, you channel blessed energy
o Potent Spellcasting: You add your into an ally that you can see within
Wisdom modifier to the damage you 30ft. of you. The first time that ally is
deal with any cleric cantrip. hit by an attack within the next minute,
the attack takes radiant damage equal
• Level 17 to 2d10 + your cleric level.
o Keeper of Souls: When an enemy you
can see dies within 60ft. of you, you or • Level 6
one ally of your choice that is within o Blessed Healer – When you cast a spell
60ft. of you regains hit points equal to with a spell slot and it restores hit
the enemy’s number of hit dice. You

31
points to any creature other than you cantrips of your choice from the Wizard
this turn, you regain hit points equal to spell list. These count as Cleric cantrips.
2 = the spell’s level.
• Level 2
• Level 8 o Channel Divinity: Arcane Abjuration –
o Divine Strike: Once on each of your As an action, you present your holy
turns when you hit a creature with a symbol, and one celestial, elemental,
weapon attack, you can cause the fey, or fiend of your choice that is
attack to deal an extra 1d8 radiant within 30ft. of you must make a
damage to the target. When you reach Wisdom saving throw. If it fails its
14th level, the damage increases to saving throw, it is turned for 1 minute
2d8. or until it takes any damage. A turned
creature must spend its turns trying to
• Level 17 move as far away from you as it can,
o Indomitable Defense: You gain and it can’t willingly move to a space
resistance to two damages types of within 30ft. of you. It also can’t take
your choice: bludgeoning, necrotic, reactions. For its action, it can only use
piercing, radiant, and slashing. the Dash action or try to escape from
Whenever you finish a rest you can an effect that prevents it from moving.
change the damage types you chose. As If there’s nowhere to move, the
an action, you can temporarily give up creature can use the Dodge action.
this resistance and transfer it to one After you reach 5th level, when a
creature you touch. The creature keeps creature fails this saving throw, the
the resistance until the end of your creature is banished for 1 minute (see
next rest or until you transfer it back to banishment spell, no concentration) if
yourself as a bonus action. it isn’t on its plane of origin and its
challenge rating is at or below 1/2. The
rating increases to 1 or lower at level 8,
then to 2 or lower at level 11, then to 3
Arcane Domain (SC): or lower at level 14, then to 4 or lower
at level 17.
• Spells:
o 1st – detect magic, magic missile • Level 6
o 3rd – magic weapon, Nystul’s magic o Spell Breaker: When you restore hit
aura points to an ally with a spell, you can
o 5th –dispel magic, magic circle also end one spell of your choice on
o 7th – arcane eye, Leomund’s secret that creature. The level of the spell you
chest end, must be equal to or lower than
o 9th – planar binding, teleportation circle the level of the spell slot you use to
cast the healing spell.
• Level 1
o Arcane Initiate: You gain proficiency in
the Arcana skill, and you gain two

32
• Level 8 creature of your choice within range.
o Potent Spellcasting: You add your Dead or unconscious creatures
Wisdom modifier to the damage you automatically fail their saving throw. At
deal with any cleric cantrip. 8th level, you can target a Huge or
smaller creature.
• Level 17
o Arcane Mastery: Choose four spells • Level 6
from the wizard spell list, one from o Channel Divinity: Crimson Bond – You
level 6, one from level 7, one from level can use your Channel Divinity to focus
8, and one from level 9. Add them to on a sample of blood from a creature
your list of domain spells. They are that is at least 2 ounces, and that has
always prepared and count as cleric been spilt no longer than a week ago.
spells for you. As an action, you can focus on the
blood of the creature to form a bond
and gain information about their
current circumstances. You know their
Blood Domain (CR): approximate distance and direction
from you, as well as their general state
of health, as long as they are within 10
• Spells:
miles of you. You can maintain this
o 1st – sleep, ray of sickness
effect as though you were
o 3rd – ray of enfeeblement, crown of
concentrating on a spell for up to 1
madness
hour. During your bond, you can spend
o 5th –haste, slow
an action to attempt to connect with
o 7th – blight, stoneskin
the bonded creature’s senses. The
o 9th – dominate person, hold monster
target makes a Constitution saving
throw against your spell save DC. If
• Level 1
they succeed, the connection is
o Bloodletting Focus: When you use a
resisted, ending the bond. You suffer
spell of 1st level or higher to inflict
2d6 necrotic damage. Upon a failed
damage to any creatures that have
saving throw, you can choose to either
blood, those creatures take an addition
see through the eyes of or hear
2 + the spell’s level Necrotic damage.
through their ears of the target for a
number of rounds equal to your
• Level 2
Wisdom modifier (minimum of 1).
o Channel Divinity: Blood Puppet –As an
During this time, you are blind or deaf
action, you target a Large or smaller
(respectively) with regard to your own
creature that has blood within 60 feet
senses. Once this connection ends, the
of you. That creature must secceed on
Crimson Bond is lost.
a Constitution saving throw against
your spell save DC or immediately
• Level 8
move up to half of their movement in
o Sanguine Recall: As an action, you
any direction of your choice and make
recover spell slots that have a
a single weapon attack against a
combined level equal to or less than

33
half of your cleric level (rounded up),
and none of the slots can be 6th level
or higher. You immediately suffer 1d6
damage per spell slot level recovered.
You can’t use this feature again until
you finish a long rest.

• Level 17
o Vascular Corruption Aura: You can emit
a powerful aura as an action that
extends 30 feet out from you that
pulses necrotic energy through the
veins of nearby foes, causing them to
burst and bleed. For 1 minute, any
enemy creatures with blood that begin
their turn within the aura or enter it for
the first time on their turn immediately
suffer 2d6 necrotic damage. Any enemy
creature with blood that would regain
hit points while within the aura only
regains half of the intended number of
hit points (rounded up). Once you use
this feature, you can’t use it again until
you finish a long rest.

34
Druids (PHB):
• Hit Points
o Hit Dice: 1d8 per druid level
o Hit Points at 1st level: 8 + Con Modifier
o Hit Points at Higher Levels: 1d8 + Con
Modifier per druid level after 1st
• Proficiencies
o Armor: Light and medium armor, shields
(but never made of metal)
o Weapons: Clubs, daggers, darts,
javelins, maces, quarterstaffs,
scimitars, sickles, slings, spears
o Tools: Herbalism Kit
o Saving Throws: Intelligence, Wisdom
o Skills: Choose two from Arcana, Animal
Handling, Insight, Medicine, Nature,
Perception, Religion, and Survival
• Equipment
o a wooden shield or (B) any simple
weapon
o a scimitar or (B) any simple melee
weapon
o Leather armor, an explorer’s pack, and a
druidic focus

• Level 1
o +2 Proficiency Bonus
o Three cantrips
o Two level 1 spell slots
o Spellcasting: Drawing on the divine
essence of nature itself, you can cast
spells to shape that Essence to your
will. The number of spells that you
know are equal to your wisdom
modifier + your druid level.
o Spell Save DC: 8 + proficiency bonus +
Wisdom modifier
o Spellcasting Focus: You can use a
druidic focus as a spellcasting focus

35
• Level 2 carries over to your normal form.
o Gain one level 1 spell slot For example, if you take 10
o Wild Shape: You can use your action to damage in animal form and have
magically assume the shape of a beast only 1 hit point left, you revert and
that you have seen before. You can use take 9 damage. As long as the
this feature twice. You regain expended excess damage doesn't reduce
uses when you finish a rest. Your druid your normal form to 0 hit points,
level determines the beasts you can you aren't knocked unconscious.
transform into. At 2nd level, you can ▪ You can't cast spells, and your
transform into any beast that has a ability to speak or take any action
challenge rating of 1/4 or lower that that requires hands is limited to
doesn’t have a flying or swimming the capabilities of your beast form.
speed. You can stay in a beast shape for Transforming doesn't break your
a number of hours equal to half your concentration on a spell you've
druid level (rounded down). You then already cast, however, or prevent
revert to your normal form, unless you you from taking actions that are
expend another use of wild shape. You part of a spell, such as call
can revert back to your normal form lightning, that you've already cast.
earlier by using a bonus action on your ▪ You retain the benefit of any
turn. You automatically revert if you fall features from your class, race, or
unconscious, drop to 0 hit points, or other source and can use them if
die. While you are transformed, the the new form is physically capable
following rules apply: of doing so. However, you can't
▪ Your game statistics are replaced use any of your special senses,
by the statistics of the beast, but such as darkvision, unless your
you retain your alignment, new form also has that sense. You
personality, and Intelligence, choose whether your equipment
Wisdom, and Charisma scores. You falls to the ground in your space,
also retain all of your skill and merges into your new form, or is
saving throw proficiencies, in worn by it. Worn equipment
addition to gaining those of the functions as normal, but the DM
creature. If the creature has the decides whether it is practical for
same proficiency as you and the the new form to wear a piece of
bonus in its stat block is higher equipment, based on the
than yours, use the creature's creature's shape and size. Your
bonus instead of yours. If the equipment doesn't change size or
creature has any legendary or lair shape to match the new form, and
actions, you can't use them. any equipment that the new form
▪ When you transform, you assume can't wear must either fall to the
the beast's hit points and Hit Dice. ground or merge with it.
When you revert to your normal Equipment that merges with the
form, you return to the number of form has no effect until you leave
hit points you had before you the form.
transformed. However, if you o Druid Circle (Choose a Subclass)
revert as a result of dropping to 0
hit points, any excess damage

36
• Level 3 • Level 12
o Gain one level 1 spell slot and two level o Ability Score Improvement or Choice of
2 spell slots Feat

• Level 4 • Level 13
oGain one cantrip o +5 Proficiency Bonus
oGain one level 2 spell slot o Gain one level 7 spell slot
oYour Wild Shape Max. CR is now 1/2 and
includes beasts with a walking and • Level 14
swimming speed. o Subclass feature
o Ability Score Improvement or Choice of
Feat • Level 15
o Gain one level 8 spell slot
• Level 5
o +3 Proficiency Bonus • Level 16
o Gain two level 3 spell slots o Ability Score Improvement or Choice of
Feat
• Level 6
o Subclass feature • Level 17
o Gain one level 3 spell slot o +6 Proficiency Bonus
o Gain one level 9 spell slot
• Level 7
o Gain one level 4 spell slot • Level 18
o Gain one level 5 spell slot
• Level 8 o Timeless Body: The primal magic that
o Gain one level 4 spell slot you wield causes you to age more
o Your Wild Shape Max. CR is now 1 and slowly. For every 10 years that pass,
includes all beasts. your body ages only 1 year.
o Ability Score Improvement or Choice of o Beast Spells: You can cast many of your
Feat druid spells in any shape you assume
using Wild Shape. You can perform the
• Level 9 somatic and verbal components of a
o +4 Proficiency Bonus druid spell while in a beast shape, but
o Gain one level 4 spell slot and one level you aren’t able to provide material
5 spell slot components.

• Level 10 • Level 19
o Subclass feature o Gain one level 6 spell slot
o Gain one cantrip o Ability Score Improvement or Choice of
o Gain one level 5 spell slot Feat

• Level 11 • Level 20
o Gain one level 6 spell slot o Gain one level 7 spell slot
o Archdruid: You can use your Wild Shape
an unlimited number of times.

37
o 7th Level: blight, hallucinatory terrain
Subclasses: o 9th Level: insect plague, wall of stone

Circle of the Land (PHB): • Forest


o3rd Level: Barkskin, spider climb
• Level 2 o5th Level: call lightning, plant growth
o Bonus Cantrip: You learn one additional o7th Level: divination, freedom of
druid cantrip of your choice. movement
o Natural Recovery: During a short rest, o 9th Level: commune with nature, tree
you choose expended spell slots to stride
recover. The spell slots can have a
combined level that is equal to or less • Grassland
than half your druid level (rounded up), o3rd Level: invisibility, pass without trace
and none of the slots can be 6th level o5th Level: daylight, haste
or higher. You can’t use this feature o7th Level: divination, freedom of
again until you finish a long rest. movement
o 9th Level: dream, insect plague
• Level 3
o Circle Spells: Choose the land where • Mountain
you became a druid and you gain o 3rd Level: spider climb, spike growth
access to the spells based on the land. o 5th Level: lightning bolt, meld into
Once you gain access to a circle spell, stone
you always have it prepared and it o 7th Level: stone shape, stoneskin
doesn’t count against the number of o 9th Level: passwall, wall of stone
spells you have prepared each day.
• Swamp
• Arctic o3rd Level: darkness, Melf’s acid arrow
o3rd Level: hold person, spike growth o5th Level: water walk, stinking cloud
o5th Level: sleet storm, slow o7th Level: freedom of movement, locate
o7th Level: freedom of movement, ice creature
storm o 9th Level: insect plague, scrying
o 9th Level: commune with nature, cone
of cold • Underdark
o3rd Level: spider climb, web
• Coast o5th Level: gaseous form, stinking cloud
o3rd Level: mirror image, misty step o7th Level: greater invisibility, stone
o5th Level: water breathing, water walk shape
o7th Level: control water, freedom of o 9th Level: cloudkill, insect plague
movement
o 9th Level: conjure elemental, scrying • Level 6
o Land’s Stride: Moving through non-
• Desert magical difficult terrain costs you no
o 3rd Level: blur, silence extra movement. You can also pass
o 5th Level: create food and water, through nonmagical plants without
protection from energy being slowed by them and without

38
taking damage from them if they have • Level 6
thorns, spines, or a similar hazard. In o Primal Strike: Your attacks in beast form
addition, you have advantage on saving count as magical for the purpose of
throws against plants that are magically overcoming resistance and immunity to
created or manipulated to impede nonmagical attacks and damage.
movement, such those created by the o Circle Forms (Improved): The maximum
entangle spell. challenge rating of your Wild Shape is
now 2.
• Level 10
o Nature’s Ward: You can’t be charmed • Level 9
or frightened by elementals or fey, and o Circle Forms (Improved): The maximum
you are immune to poison and disease. challenge rating of your Wild Shape is
now 3.
• Level 14
o Nature’s Sanctuary: When a beast or • Level 10
plant creature attacks you, that o Elemental Wild Shape: You can expend
creature must make a Wisdom saving two uses of Wild Shape at the same
throw against your druid spell save DC. time to transform into an air, earth,
On a failed save, the creature must fire, or water elemental.
choose a different target or the attack
automatically misses. On a successful • Level 12
save, the creature is immune to this o Circle Forms (Improved): The maximum
effect for 24 hours. The creature is challenge rating of your Wild Shape is
aware of this effect before it makes its now 4.
attack against you.
• Level 14
o Thousand Forms: You can cast the alter
self spell at will.
Circle of the Moon (PHB):
• Level 15
• Level 2 o Circle Forms (Improved): The maximum
o Combat Wild Shape: You can now use challenge rating of your Wild Shape is
Wild Shape as a bonus action. now 5.
Additionally, while you are transformed
by Wild Shape, you can use a bonus • Level 18
action to expend one spell slot to o Circle Forms (Superior): The maximum
regain 1d8 hit points per level of the challenge rating of your Wild Shape is
spell slot expended. now 6.
o Circle Forms: You can use your Wild
Shape to transform into a best with a
challenge rating as high as 1, without a
swim or fly speed.

39
Circle of Dreams (XG): • Level 14
o Walker in Dreams: When you finish a
• Level 2 short rest, you can cast one of the
o Balm of the Summer Court: You have a following spells, without expending a
pool of fey energy represented by a spell slot or requiring material
number of d6s equal to your druid components: dream (with you as the
level. As a bonus action, you can messenger), scrying, or teleportation
choose one creature you can see within circle. This use of teleportation circle is
120 feet of you and spend a number of special. Rather than opening a portal to
those dice equal to half your druid level a permanent teleportation circle, it
or less. Roll the spent dice and add opens a portal to the last location
them together. The target regains hit where you finished a long rest on your
points equal to the total. The target current plane of existence. If you
also gains 1 temporary hit point per die haven’t taken a long rest on your
spent. You regain expended dice when current plane, the spell fails but isn’t
you finish a long rest. wasted. Once you use this feature, you
can’t use it again until you finish a long
• Level 6 rest.
o Hearth of Moonlight and Shadow:
During a rest, you can invoke the
shadowy power of the Gloaming Court
to help guard your respite. At the start Circle of the Shepherd (XG):
of the rest, you touch a point in space,
and an invisible, 30-foot-radius sphere • Level 2
of magic appears, centered on that o Spirit Totem: As a bonus action, you
point. Total cover blocks the sphere. magically summon an incorporeal spirit
While within the sphere, you and your to a point you can see within 60 feet of
allies gain a +5 bonus to Stealth and you. The spirit creates an aura in a 30-
Perception checks, and any light from foot radius around that point. It counts
open flames is not visible outside the as neither a creature nor an object,
area. The sphere vanishes at the end of though it has the spectral appearance
the rest or when you leave the sphere. of the creature it represents. As a
bonus action, you can move the spirit
• Level 10 up to 60 feet to a point you can see.
o Hidden Paths: As a bonus action, you The spirit persists for 1 minute or until
can teleport up to 60 feet to an you’re incapacitated. Once you use this
unoccupied space you can see. feature, you can’t use it again until you
Alternatively, you can use your action finish a rest. The nature of the aura
to teleport a willing ally you touch up depends on the type of spirit you
to 30 feet to a point you can see. You choose to summon:
can use this feature a number of times ▪ Strong Spirit (Bear, Ox, Rhino,
equal to your Wisdom modifier, and etc.): The strong spirit grants you
you regain all expended uses of it when and your allies its might and
you finish a long rest. endurance. Each creature of your
choice in the aura when the spirit

40
appears gains temporary hit points • Level 6
equal to 5+your druid level. In o Mighty Summoner: Any beast summon-
addition, you and your allies gain ned or created by your spells gains two
advantage on Strength checks and benefits:
Strength saving throws while in the ▪ The creature appears with more
aura hit points than normal: 2 extra hit
▪ Winged Spirit (Eagle, Griffon, pints per Hit Die it has.
Vulture, etc.): The winged spirit is a ▪ The damage from its natural weap-
consummate hunter, aiding you ons is considered magical for the
and your allies with its keen sight. purpose of overcoming immunity
When a creature makes an attack and resistance to nonmagical atta-
roll against a target in the spirit’s cks and damage.
aura, you can use your reaction to
grant advantage to that attack roll. • Level 10
In addition, you and your allies o Guardian Spirit: When a beast or fey
have advantage on Perception that you summoned or created with a
checks while in the aura. spell ends its turn in your Spirit Totem
▪ Mystical Spirit (Dragon, Unicorn, aura, that creature regains a number of
Pegasus etc.): The mystical spirit hit points equal to half your druid level.
lends its protection to those
nearby. You and your allies gain • Level 14
advantage on all ability checks o Faithful Summons: If you are reduced
made to detect creatures in the to 0 hit points or are incapacitated
spirit’s aura. In addition, if you cast against your will, you can immediately
a spell with a spell slot that gain the benefits of conjure animals as
restores hit points to anyone inside if it were cast with a 9th-level spell slot.
or outside the aura, each creature It summons four beasts of your choice
of your choice in the aura also that are challenge rating 2 or lower.
regains hit points equal to your The conjured beasts appear within 20
druid level. feet of you. If they receive no
o Speech of the Woods: You learn to commands from you, they protect you
speak, read, and write Sylvan. In from harm and attack your foes. The
addition, beasts can understand your spell lasts for 1 hour, requiring no
speech, and you gain the ability to concentration, or until you dismiss it
decipher their noises and motions. (no action required). Once you use this
Most beasts lack the intelligence to feature, you can’t use it again until you
convey or understand sophisticated finish a long rest.
concepts, but a friendly beast could
relay what it has seen or heard in the
recent past. This ability doesn’t grant
you any special friendship with beasts, Circle of Twilight (UA):
though you can combine this ability
with gifts to curry favor with them as
• Level 2
you would with any nonplayer
o Harvest’s Scythe: You can augment your
character.
spells to drain the life force from

41
creatures. You have a pool of energy Circle of Spores (UA):
represented by a number of d10s equal
to your druid level. When you roll • Level 2
damage for a spell, you can increase o Halo of Spores: You can launch toxic
that damage by spending dice from the spores at other creatures. To do so, you
pool. You can spend a number of dice use your reaction on your turn to deal
equal to half your druid level or less. 1d4+Wisdom Modifier poison damage
Roll the spent dice and add them to the to one creature you can see within 10
damage as necrotic damage. If you kill feet of you. This damage die turns to a
one or more hostile creatures with a d8 at level 6, d10 at level 10, and d12
spell augmented in this way, you or an with Wisdom modifier times two at
ally of your choice that you can see level 14.
within 30 feet of you regains 2 hit o Symbiotic Entity: You gain the ability to
points per die spent to increase the channel magic into the spores that
spell’s damage, or 5 hit points per die if infuse you. When you use your Wild
at least one of the slain creatures was Shape feature, you can awaken those
undead. You regain the expended dice spores, rather than transforming.
when you finish a long rest. When you do so, you gain 3 temporary
hit points per level you have in this
• Level 6 class, the damage of your Halo of
o Speech Beyond the Grave: Using this Spores feature doubles, and your
feature, you can cast speak with dead melee weapon attacks deal an extra
without material components, and you 1d6 poison damage to any target they
understand what the target of this hit. These benefits last for 10 minutes
casting says. It can understand your or until you use your Wild Shape again.
questions, even if you don’t share a o Circle Spells: You gain the chill touch
language or it is not intelligent enough Cantrip
to speak. Once you use this feature,
you can’t use it again until you finish a • Level 3
short or long rest. o Circle Spells: You gain the gentle repose
and ray of enfeeblement spells.
• Level 10
o Watcher at the Threshold: You gain • Level 5
resistance to necrotic and radiant o Circle Spells: You gain the animate dead
damage. In addition, while you aren’t and gaseous form spells.
incapacitated, any ally within 30 feet of
you has advantage on death saving • Level 6
throws.
o Fungal Infestation: If you slay a
humanoid with your Halo of Spores
• Level 14 damage, the creature rises as a zombie
o Paths of the Dead: Using this feature, at the end of your turn. It has 1 hit
you can cast etherealness. Once the point. In combat, its turn is
spell ends, you can’t cast it with this immediately after yours. It obeys your
feature again until you finish a short or mental commands, and the only action
long rest. it can take is the Attack action, making

42
one melee attack. It remains animate
for 1 hour, after which time it collapses
and dies.

• Level 7
o Circle Spells: You gain the blight and
confusion spells.

• Level 9
o Circle Spells: You gain the cloudkill and
contagion spells.

• Level 10
o Spreading Spores: As a bonus action,
you hurl fungal spores up to 30 feet
away, where they swirl around in a 10-
foot cube for 1 minute. While the cube
of spores persists, you can’t use your
Halo of Spores feature, but any
creature that starts its turn in the cube
takes your Halo of Spores damage. The
cube of spores vanishes early if you use
this feature again.

• Level 14
o Fungal Body: You can’t be blinded,
deafened, frightened, or poisoned, and
you don’t take any extra damage from
critical hits landed against you.

43
Fighter (PHB):
• Hit Points
o Hit Dice: 1d10 per fighter level
o Hit Points at 1st level: 10 + Con
Modifier
o Hit Points at Higher Levels: 1d10 + Con
Modifier per fighter level after 1st
• Proficiencies
o Armor: All armor and shields
o Weapons: Simple and Martial Weapons
o Tools: None
o Saving Throws: Strength, Constitution
o Skills: Choose two from Acrobatics,
Animal Handling, Athletics, History,
Insight, Intimidation, Perception, and
Survival
• Equipment
o chain mail or (B) leather armor,
o longbow, and 20 arrows
o a martial weapon and a shield or (B) two
Martial weapons
o a light crossbow and 20 bolts or (b) two
handaxes
o a dungeoneer’s pack or (B) an explorer’s
pack

• Level 1
o +2 Proficiency Bonus
o Fighting Style: You adopt a particular
style of fighting as your specialty:
▪ Archery: You gain a +2 bonus to
attack rolls you make with ranged
weapons.
▪ Close Quarters Shooter: When
making a ranged attack while you
are within 5 feet of a hostile
creature, you do not have
disadvantage on the attack roll.
Your ranged attacks ignore half
cover and three-quarters cover

44
against targets within 30 feet of ▪ Two-Weapon Fighting: When you
you. Finally, you have a +1 bonus engage in two-weapon fighting,
to attack rolls on ranged attacks. you can add your ability modifier
▪ Defense: While you’re wearing to the damage of the second
armor, you gain a +1 bonus to AC. attack.
▪ Dueling: When you are wielding a o Second Wind: On your turn, you can use
melee weapon in one hand and no a bonus action to regain hit points
other weapons, you gain a +2 equal to 1d10 + your fighter level. Once
bonus to damage rolls with that you use this feature, you must finish a
weapon. rest before you can use it again.
▪ Great Weapon Fighting: When you
roll a 1 or 2 on a damage die for an • Level 2
attack you make with a melee o Action Surge: On your turn, you can
weapon that you are wielding with take one additional action on top of
two hands, you can reroll the die your regular action and a possible
and must use the new roll, even if bonus action. Once you use this
the new roll is a 1 or a 2. The feature, you must finish a rest before
weapon must have the two- you can use it again.
handed or versatile property for
you to gain this benefit. • Level 3
▪ Mariner: As long as you are not o Martial Archetype (Choose a Subclass)
wearing heavy armor or using a
shield, you have a swimming speed • Level 4
and a climbing speed equal to your o Ability Score Improvement or Choice of
normal speed, and you gain a +1 Feat
bonus to AC.
▪ Protection: When a creature you • Level 5
can see attacks a target other than o +3 Proficiency Bonus
you that is within 5 feet of you, o Extra Attack: You can attack twice,
you can use your reaction to instead of once, whenever you take the
impose disadvantage on the attack Attack action on your turn.
roll. You must be wielding a shield.
▪ Tunnel Fighter: As a bonus action, • Level 6
you can enter a defensive stance o Ability Score Improvement or Choice of
that lasts until the start of your Feat
next turn. While in your defensive
stance, you can make opportunity • Level 7
attacks without using your o Subclass Feature
reaction, and you can use your
reaction to make a melee attack • Level 8
against a creature that moves o Ability Score Improvement or Choice of
more than 5 feet while within your Feat
reach.

45
• Level 9 o Indomitable (Superior): You can now
o +4 Proficiency Bonus use this feature three times before
o Indomitable: You can reroll a saving each long rest.
throw that you fail. If you do so, you
must use the new roll, and you can’t • Level 18
use this feature again until you finish a o Subclass Feature
long rest.
• Level 19
• Level 10 o Ability Score Improvement or Choice of
o Subclass Feature Feat

• Level 11 • Level 20
o Extra Attack (Improved): You can attack o Extra Attack (Superior): You can attack
three times, instead of once, whenever four times, instead of once, whenever
you take the Attack action on your you take the Attack action on your
turn. turn.

• Level 12
o Ability Score Improvement or Choice of
Feat
Subclasses:
• Level 13
o +5 Proficiency Bonus Champion (PHB):
• Indomitable (Improved): You can now
use this feature twice before each long • Level 3
rest. o Improved Critical: Your weapon attacks
score a critical hit on a roll of 19 or 20.
• Level 14
o Ability Score Improvement or Choice of • Level 7
Feat o Remarkable Athlete: You can add half
your proficiency bonus (round up) to
• Level 15 any Strength, Dexterity, or Constitution
o Subclass Feature check you make that doesn’t already
use your proficiency bonus. In addition,
• Level 16 when you make a running long jump,
o Ability Score Improvement or Choice of the distance you can cover increases by
Feat a number of feet equal to your
Strength modifier.
• Level 17
o +6 Proficiency Bonus • Level 10
o Action Surge: You can use your Action o Additional Fighting Style: You can
Surge feature twice before a rest, but choose a second option from the
only one on the same turn.

46
Fighting Style Class feature, but you friendly creature who can see or
may not choose the same one again. hear you and expend one
superiority die. That creature can
• Level 15 immediately use its reaction to
o Superior Critical: Your weapon attacks make one weapon attack, adding
score a critical hit on a roll of 18-20. the superiority die to the attack's
damage roll.
• Level 18 ▪ Disarming Attack: When you hit a
o Survivor: At the start of each of your creature with a weapon attack, you
turns, you regain hit points equal to 5 + can expend one superiority die to
Constitution modifier if you have no attempt to disarm the target,
more than half of your hit points left. forcing it to drop one item of your
You don’t gain this benefit if you have 0 choice that it's holding. You add
hit points. the superiority die to the attack's
damage roll, and the target must
make a Strength saving throw. On
a failed save, it drops the object
you choose. The object lands at its
Battle Master (PHB): feet.
▪ Distracting Strike: When you hit a
• Level 3 creature with a weapon attack, you
o Student of War: You gain proficiency can expend one superiority die to
with one type of artisan’s tools of your distract the creature, giving your
choice. allies an opening. You add the
o Combat Superiority: You learn superiority die to the attack's
maneuvers that are fueled by special damage roll. The next attack roll
dice called superiority dice. against the target by an attacker
o Superiority Dice: You have four other than you has advantage if
superiority dice, which are d8s. A the attack is made before the start
superiority die is expended when you of your next turn.
use it. You regain all of your expended ▪ Evasive Footwork: When you
superiority dice when you finish a rest. move, you can expend one
o Saving Throws: Maneuver save DC = 8 + superiority die, rolling the die and
your proficiency bonus + your Strength adding the number rolled to your
or Dexterity modifier (your choice) AC until your next turn.
o Maneuvers: You learn three maneuvers ▪ Feinting attack: You can expend
of your choice. You can only use one one superiority die and use a
maneuver per attack: bonus action on your turn to feint,
▪ Commander’s Strike: When you choosing one creature within 5
take the Attack action on your feet of you as your target. Until
turn, you can forgo one of your your next turn, you have
attacks and use a bonus action to advantage on your next attack roll
direct one of your companions to against that creature. If that attack
strike. When you do so, choose a

47
hits, add the superiority die to the frightened of you until the end of
attack's damage roll. your next turn.
▪ Goading Attack: When you hit a ▪ Parry: When another creature
creature with a weapon attack, you damages you with a melee attack,
can expend one superiority die to you can use your reaction and
attempt to goad the target into expend one superiority die to
attacking you. You add the reduce the damage by the number
superiority die to the attack's you roll on your superiority die +
damage roll, and the target must your Dexterity modifier.
make a Wisdom saving throw. On a ▪ Precision Attack: When you make
failed save, the target has a weapon attack roll against a
disadvantage on all attack roils creature, you can expend one
against targets other than you until superiority die to add it to the
the end of your next turn. attack roll. You can use this
▪ Lunging Attack: When you make a maneuver before or after making
melee weapon attack on your turn, the attack roll, but before the DM
you can expend one superiority die tells you if the attack misses or not.
to increase your reach for that ▪ Pushing Attack: When you hit a
attack by 5 feet. If you hit, you add creature with a weapon attack, you
the superiority die to the attack's can expend one superiority die to
damage roll. attempt to drive the target back.
▪ Maneuvering Attack: When you You add the superiority die to the
hit a creature with a weapon attack's damage roll, and if the
attack, you can expend one target is Large or smaller, it must
superiority die to maneuver one of make a Strength saving throw. On
your comrades into a more a failed save, you push the target
advantageous position. You add up to 15 feet away from you.
the superiority die to the attack's ▪ Rally: On your turn, you can use a
damage roll, and you choose a bonus action and expend one
friendly creature that can see or superiority die to bolster the
hear you. That creature can use is resolve of one of your companions.
reaction to move up to half of its When you do so, choose a friendly
speed without provoking creature that can see or hear you.
opportunity attacks from the That creature gains temporary hit
target of your attack. points equal to the superiority die
▪ Menacing Attack: When you hit a roll + your Charisma modifier.
creature with a weapon attack, you ▪ Riposte: When a creature misses
can expend one superiority die to you with a melee attack, you can
attempt to frighten the target. You use your reaction and expend one
add the superiority die to the superiority die to make a melee
attack's damage roll, and the weapon attack against the
target must make a Wisdom saving creature. If you hit, you add the
throw. On a failed save, it is superiority die to the attack's
damage roll.

48
▪ Sweeping Attack: When you hit a • Level 10
creature with a melee weapon o Improved Combat Superiority: Your
attack, you can expend one superiority dice turn into d10s.
superiority die to attempt to o Maneuvers: You learn two additional
damage another creature with the maneuvers. Additionally, you may
same attack. Choose another replace one maneuver you know with a
creature within 5 feet of the different one.
original target and within your
reach. If the original attack roll • Level 15
would hit the second creature, it o Relentless: When you roll initiative and
takes damage equal to the number have no superiority dice remaining, you
you roll on your superiority die. regain 1 superiority die.
The damage is of the same type o Maneuvers: You learn two additional
dealt by the original attack. maneuvers. Additionally, you may
▪ Trip Attack: When you hit a replace one maneuver you know with a
creature with a weapon attack, you different one.
can expend one superiority die to o You gain another superiority die
attempt to knock the target down.
You add the superiority die to the • Level 18
attack's damage roll, and if the o Superior Combat Superiority: Your
target is Large or smaller, it must superiority dice turn into d12s.
make a Strength saving throw. On
a failed save, you knock the target
prone. Eldritch Knight (PHB):
• Level 7 • Level 3
o Know Your Enemy: If you spend at least o You learn two cantrips from the wizard
1 minute observing or interacting with spell list.
another creature outside of combat, o You learn three level 1 abjuration or
you can learn it capabilities compared evocation spells from the Wizard spell
to your own. The DM tells you if the list.
creature is your equal, superior, or o You gain two level 1 spell slots
inferior in regard to two of the o Spellcasting: You augment your marital
following characteristics of your choice: prowess with the ability to cast spells.
▪ Strength Score ▪ Spell Save DC: = 8 + your
▪ Dexterity Score proficiency bonus + your
▪ Constitution Score Intelligence modifier
▪ Armor Class ▪ Spell Attack Modifier: your
▪ Current Hit Points proficiency bonus + your
▪ Total Class Levels (if any) intelligence modifier
▪ Fighter class levels (if any) o Weapon Bond: You perform a ritual
o Maneuvers: You learn two additional over the course of 1 hour, which can be
maneuvers. done during a short rest. The weapon
o You gain another superiority die must be within your reach throughout

49
the ritual, at the conclusion of which disadvantage on the next saving throw
you touch the weapon and forge the it makes against a spell you cast before
bond. Once you have bonded a weapon the end of your next turn.
to yourself, you can’t be disarmed of
that weapon unless you are • Level 11
incapacitated. If it is on the same plane o You learn another level 1 or 2 abjuration
of existence, you can summon that or evocation spell from the Wizard spell
weapon as a bonus action on your turn, list.
causing it to teleport instantly to your
hand. You can have up to two bonded • Level 13
weapons, but can only summon one at o You gain two level 3 spell slots.
a time with your bonus action. If you o You learn another level 1-3 abjuration
attempt to bond with a third weapon, or evocation spell from the Wizard spell
you must break the bond with one of list.
the other two.
• Level 14
• Level 4 o You learn any level 1-3 spell from the
o You learn another level 1 abjuration or Wizard spell list.
evocation spell from the Wizard spell
list • Level 15
o Arcane Charge: You gain the ability to
teleport up to 30ft. to an unoccupied
• Level 7
space you can see when you use your
o You learn another level 1 or 2 abjuration
Action Surge. You can teleport before
or evocation spell from the Wizard spell
or after the additional action.
list.
o You gain one more level 1 spell slot and
• Level 16
two level 2 spell slots
o You learn another level 1-3 abjuration
o War Magic: When you use your action
or evocation spell from the Wizard spell
to cast a cantrip, you can make one
list.
weapon attack as a bonus action.
o You gain one level 3 spell slot.
• Level 8 • Level 18
o You learn any level 1 or 2 spell from the o Improved War Magic: When you use
Wizard spell list. your action to cast a spell, you can
make one weapon attack as a bonus
• Level 10 action.
o You learn one cantrip from the wizard
spell list. • Level 19
o You gain one level 2 spell slot. o You learn another level 1-4 abjuration
o You learn another level 1 or 2 abjuration or evocation spell from the Wizard spell
or evocation spell from the Wizard spell list.
list. o You gain one level 4 spell slot.
o Eldritch Strike: When you hit a creature
with a weapon attack, that creature has

50
• Level 20 Charisma saving throw and you aren’t
o You learn any level 1-4 spell from the incapacitated, you can choose one ally
Wizard spell list. within 60ft. of you that also failed its
saving throw against the same effect. If
that creature can see or hear you, it
can reroll its saving throw and must use
the new roll.
Purple Dragon Knight (SC):
Restriction: You have to be or have been a • Level 18
knight at some point in your character’s life. o Improved Inspiring Surge: Your
Inspiring Surge can now affect two
• Level 3 allies within 60ft. of you, rather than
o Rallying Cry: When you use your Second one.
Wind feature, you can choose up to
three creatures within 60 feet of you
that are allied with you. Each on
regains hit points equal to your fighter
level, provided that the creature can Arcane Archer (XG):
see or hear you.
• Level 3
• Level 7 o Arcane Archer’s Lore: You learn magical
o Royal Envoy: You gain proficiency in the theory or some of the secrets of
Persuasion skill. If you are already nature— typical for practitioners of this
proficient in it, you gain proficiency in elven martial tradition. You gain
one of the following skills of your proficiency in either the Arcana or the
choice: Animal Handling, Insight, Nature skill. Choose to learn either the
Intimidation, or Performance. Your prestidigitation or the druidcraft
proficiency bonus is doubled for any cantrip.
ability check you make that uses o Arcane Shot: You learn to unleash
Persuasion, regardless if you gain a special magical effects with some of
different skill from this feature. your shots. Once per turn when you
fire a magic arrow from a shortbow or
• Level 10 longbow as part of the Attack action,
o Inspiring Surge: When you use your you can apply one of your Arcane Shot
Action Surge, you can choose one options to that arrow. You decide to
creature within 6oft. Of you that is use the option when the arrow hits,
allied with you. That creature can make unless the option doesn’t involve an
one melee or ranged weapon attack attack roll. You have two uses of this
with is reaction, provided that it can ability, and you regain all expended
see or hear you. uses of it when you finish a short or
long rest. When you gain this feature,
• Level 15 you learn two Arcane Shot options of
o Bulwark: When you use Indomitable to your choice.
reroll an Intelligence, a Wisdom, or a

51
▪ Arcane Shot Save DC: 8 + your within 10 feet of it take 2d6 force
proficiency bonus + your damage each.
intelligence modifier ❖ Level 18: The force damage
o Arcane Shot Options: increases to 4d6.
▪ Banishing Arrow: You use ▪ Enfeebling Arrow: You weave
abjuration magic to try to necromantic magic into your
temporarily banish your target to a arrow. If the arrow hits a creature,
harmless location in the Feywild. the target takes an extra 2d6
The creature hit by the arrow must necrotic damage, and it must make
also succeed on a Charisma saving a Constitution saving throw, or the
throw or be banished. While damage dealt by its weapon
banished in this way, its speed is 0, attacks is halved until the start of
and it is incapacitated. At the end your next turn.
of its next turn, the target ❖ Level 18: The necrotic damage
reappears in the space it vacated increases to 4d6.
or in the nearest unoccupied space ▪ Grasping Arrow: When this arrow
if that space is occupied. strikes its target, conjuration magic
❖ Level 18: Target also takes 2d6 creates grasping, poisonous
force damage when the arrow brambles, which wrap around the
hits it. target. The creature hit by the
▪ Beguiling Arrow: Your arrow takes an extra 2d6 poison
enchantment magic causes this damage, its speed is reduced by 10
arrow to temporarily beguile its feet, and it takes 2d6 slashing
target. The creature hit by the damage the first time on each turn
arrow takes an extra 2d6 psychic it moves 1 foot or more without
damage, and choose one of your teleporting. The target or any
allies within 30 feet of the target. creature that can reach it can use
The target must succeed on a its action to remove the brambles
Wisdom saving throw, or it is with a successful Athletics check
charmed by the chosen ally until against your Arcane Shot save DC.
the start of your next turn. This Otherwise, the brambles last for 1
effect ends early if the chosen ally minute or until you use this option
attacks the charmed target, deals again.
damage to it, or forces it to make a ❖ Level 18: The poison and
saving throw. slashing damage both increase
❖ Level 18: The psychic damage to 4d6.
increases to 4d6. ▪ Piercing Arrow: You use
▪ Bursting Arrow: You imbue your transmutation magic to give your
arrow with a blast of force energy arrow an ethereal quality. When
drawn from the school of you use this option, you don’t
evocation. The energy detonates make an attack roll for the attack.
after your attack. Immediately Instead, the arrow fires forward in
after the arrow hits a creature, the a line that is 1 foot wide and 30
target and all other creatures feet long, before disappearing. The

52
arrow passes harmlessly through damage, and it must succeed on a
objects, ignoring cover. Each Wisdom saving throw or be unable
creature in that line must make a to see anything farther than 5 feet
Dexterity saving throw. On a failed away until the start of your next
save, a target takes damage as if it turn.
were hit by the arrow, plus an ❖ Level 18: The psychic damage
extra 1d6 piercing damage. On a increases to 4d6.
successful save, a target takes half
as much damage. • Level 7
❖ Level 18: The piercing damage o Magic Arrow: You gain the ability to
increases to 2d6. infuse arrows with magic. Whenever
▪ Seeking Arrow: Using divination you fire a nonmagical arrow from a
magic, you grant your arrow the shortbow or longbow, you can make it
ability to seek out your target. magical for the pupose of overcoming
When you use this option, you resistance and immunity to nonmagical
don’t make an attack roll for the attacks and damage. The magic faces
attack. Instead, choose one from the arrow immediately after it
creature you have seen in the past hits, or misses its target.
minute. The arrow flies toward o Curving Shot: You learn how to direct
that creature, moving around an errant arrow toward a new target.
corners if necessary and ignoring When you make an attack roll with a
three-quarters cover and half magic arrow and miss, you can use a
cover. If the target is within the bonus action to reroll the attack roll
weapon’s range and there is a path against a different target within 60 feet
large enough for the arrow to of the original target.
travel to the target, the target o Arcane Shot Addition: You gain an
must make a Dexterity saving additional Arcane Shot option of your
throw. Otherwise, the arrow choice.
disappears after traveling as far as
it can. On a failed save, the target • Level 10
takes damage as if it were hit by o Arcane Shot Addition: You gain an
the arrow, plus an extra 1d6 force additional Arcane Shot option of your
damage, and you learn the target’s choice.
current location. On a successful
save, the target takes half as much • Level 15
damage, and you don’t learn its o Ever-Ready Shot: If you roll initiative
location. and have no uses of Arcane Shot
❖ Level 18: The force damage remaining, you regain one use of it.
increases to 2d6. o Arcane Shot Addition: You gain an
▪ Shadow Arrow: You weave illusion additional Arcane Shot option of your
magic into your arrow, causing it to choice.
occlude your foe’s vision with
shadows. The creature hit by the
arrow takes an extra 2d6 psychic

53
• Level 18 make this attack up to three times, and
o Superior Arcane Shot: Your Arcane you regain all expended uses of it when
Shots all gain improved effects. you finish a short or long rest.
o Arcane Shot Addition: You gain an
additional Arcane Shot option of your • Level 7
choice. o Noble Cavalry: You gain proficiency in
two of the following skills of your
choice: Animal Handling: History,
Insight, Persuasion, or Religion.
Alternatively, you learn one language
Knight (UA): of your choice.

• Level 3 • Level 10
o Born to the Saddle: Mounting or o Hold the Line: As a reaction, when a
dismounting a creature costs you only creature moves at least 1 foot within 5
5ft. of movement, rather than half your feet of you, you can make one melee
speed. In addition, you have advantage weapon attack against that creature. If
on saving throws made to avoid falling you hit, the attack’s weapon deals extra
off your mount. If you fall off it, you can damage to the target equal to half your
automatically land on your feet if you fighter level, and the target’s speed is
aren’t incapacitated and you fall less reduced to 0 until the end of this turn.
than 10 feet.
o Implacable Mark: When you hit a • Level 15
creature with a melee weapon attack, o Rapid Strike: If you have advantage on a
the target is marked by you until the weapon attack against a target on your
end of your next turn. A creature turn, you can forgo that advantage to
ignores this effect if the creature can’t immediately make an additional
be frightened. The marked target has weapon attack against the same target
disadvantage on any attack roll against as a bonus action.
a creature other than you or someone
else that marked it. If a target marked
• Level 18
by you is within 5 feet of you on its turn
o Defender’s Blade: You can use your
and it moves at least 1 foot or makes
reaction for an opportunity attack even
an attack that suffers disadvantage
if you have already expended your
from this feature, you can make one
reaction this round, but not if you have
melee weapon attack against it using
already used your reaction this turn
your reaction. This attack roll has
and can use it an unlimited amount of
advantage, and if it hits, the attack’s
times. In addition, you gain a +1 bonus
weapon deals extra damage to the
to AC while wearing heavy armor.
target equal to your fighter level. You
can make this special attack even if you
have already expended your reaction
this round, but not if you have already
used your reaction this turn. You can

54
You can do so no more than once per
Samurai (XG): turn.
o Superior Fighting Spirit: You now gain
• Level 3 15 temporary hit points from each use.
o Fighting Spirit: As a bonus action on
your turn, you can give yourself • Level 18
advantage on weapon attack rolls until o Strength Before Death: If you take
the end of your current turn. When you damage that would reduce you to 0 hit
do so, you also gain 5 temporary hit points and doesn’t kill you outright, you
points. You can use this feature three can use your reaction to delay falling
times, and you regain all expended unconscious, and you can immediate
uses of it when you finish a long rest. take an extra turn, interrupting the
o Bonus Proficiency: You gain proficiency current turn. While you have 0 hit
in one of the following skills of your points during that extra turn, taking
choice: History, Insight, Performance, damage causes death saving throw
or Persuasion. Alternatively, you learn failures as normal, and three death
one language of your choice. saving throw failures can still kill you.
When the extra turn ends, you fall
• Level 7 unconscious if you still have 0 hit
o Elegant Courtier: Whenever you make a points. Once you use this feature, you
Persuasion check, you gain a bonus to can’t use it again until after you finish a
the check equal to your Wisdom long rest.
modifier. Your self-control also causes
you to gain proficiency in Wisdom
saving throws. If you already have this
proficiency, you instead gain
proficiency in Intelligence or Charisma Sharpshooter (UA):
saving throws (your choice).
• Level 3
• Level 10 o Steady Aim: As a bonus action on your
o Tireless Spirit: When you roll initiative turn, you can take careful aim at a
and have no uses of Fighting Spirit creature you can see that is within
remaining, you gain one use. range of a ranged weapon you’re
o Improved Fighting Spirit: You now gain wielding. Until the end of this turn,
10 temporary hit points from each use. your ranged attacks with that weapon
gain two benefits against the target:
• Level 15 The attacks ignore half and three-
o Rapid Strike: If you take the Attack quarters cover. On each hit, the
action on your turn and have weapon deals additional damage to the
advantage on an attack roll against one target equal to 2 + half your fighter
of the targets, you can forgo the level.
advantage for that roll to make an
additional weapon attack against the
same target as part of the same action.

55
• Level 7 mounting or dismounting a creature
o Careful eyes: You can take the Search costs you only 5 feet of movement,
action as a bonus action. You also gain rather than half your speed.
proficiency in the Perception, o Unwavering Mark: When you hit a
Investigation, or Survival skill (choose creature with a melee weapon attack,
one). you can mark the creature until the end
of your next turn. This effect ends early
• Level 10 if you are incapacitated or you die, or if
o Close-Quarters Shooting: Making a someone else marks the creature.
ranged attack roll while within 5 feet of While it is within 5 feet of you, a
an enemy doesn’t impose disadvantage creature marked by you has
on your roll. In addition, if you hit a disadvantage on any attack roll that
creature within 5 feet of you with a doesn’t target you. In addition, if a
ranged attack on your turn, that creature marked by you deals damage
creature can’t take reactions until the to anyone other than you, you can
end of its next turn. make a special melee weapon attack
against the marked creature as a bonus
• Level 15 action on your next turn. You have
o Rapid Strike: If you have advantage on a advantage on the attack roll, and if it
weapon attack against a target on your hits, the attack’s weapon deals extra
turn, you can forgo that advantage to damage to the target equal to half your
immediately make an additional fighter level. Regardless of the number
weapon attack against the same target of creatures you mark, you can make
as a bonus action. this special attack a number of times
equal to your Strength modifier, and
• Level 18 you regain all expended uses of it when
o Snap Shot: If you take the Attack action you finish a long rest.
on your first turn of a combat, you can o Bonus Proficiencies: You gain profi-
make one additional ranged weapon ciency in one of the following skills of
attack as part of that action. your choice: Animal Handling, History,
Insight, Performance, or Persuasion.
Alternatively, you learn one language
of your choice.

Cavalier (XG): • Level 7


o Warding Maneuver: If you, your mount,
• Level 3 or a creature within 5 feet of you is hit
o Born to the Saddle: Your mastery as a by an attack, you can toll 1d8 as a
rider becomes apparent. You have reaction if you’re wielding a melee
advantage on saving throws made to weapon or a shield. Roll the die, and
avoid falling off your mount. If you fall add the number rolled to the target’s
off your mount and descend no more AC against that attack. If the attack still
than 10 feet, you can land on your feet hits, the target has resistance against
if you’re not incapacitated. Finally, the attack’s damage. You can use this

56
feature a number of times equal to one type of favored terrain: arctic,
your Constitution modifier, and you coast, desert, forest, grassland,
regain all expended uses of it when you mountain, swamp, or the Underdark.
finish a long rest. When you make an Intelligence or
Wisdom check related to your favored
• Level 10 terrain, your proficiency bonus is
o Hold the Line: You become a master of doubled if you are using a skill that
locking down your enemies. Creatures you're proficient in. While traveling for
provoke an opportunity attack from an hour or more in your favored
you when they move 5 feet or more terrain, you gain the following benefits:
while within your reach, and if you hit a ▪ Difficult terrain doesn't slow your
creature with an opportunity attack, group's travel.
the target’s speed is reduced to 0 until ▪ Your group can't become lost
the end of the current turn. except by magical means.
▪ Even when you are engaged in
• Level 15 another activity while traveling
o Ferocious Charger: If you move at least (such as foraging, navigating, or
10 feet in a straight line right before (racking), you remain alert to
attacking a creature and you hit it with danger.
the attack, that target must succeed on ▪ If you are traveling alone, you can
a Strength saving throw (DC 8 + your move stealthily at a normal pace.
proficiency bonus + your Strength When you forage, you find twice as
Modifier) or be knocked prone. You can much food as you normally would.
use this feature only once on each of ▪ While tracking other creatures, you
your turns. also learn their exact number, their
• Level 18 sizes, and how long ago they
o Vigilant Defender: In combat, you get a passed through the area.
special reaction that you can take once o Bonus Proficiencies: You gain profi-
on every creature’s turn, except your ciency in three of the following skills of
turn. You can use this special reaction your choice: Acrobatics, Athletics,
only to make an opportunity attack, Investigation, Medicine, Nature,
and you can’t use it on the same turn Perception, Stealth, or Survival. You can
that you take your normal reaction. choose to gain proficiency with thieves’
tools in place of one skill choice.
o Combat Superiority: You gain a set of
abilities that are fueled by superiority
dice.
Scout (UA): o Superiority Dice: You have four
superiority dice, which are d8s. A
• Level 3 superiority die is expended when you
o Natural Explorer: You are particularly use it. You regain all of your expended
familiar with one type of natural superiority dice when you finish a rest.
environment and are adept at traveling
and surviving in such regions. Choose

57
o Using Superiority Dice: You can expend o Additional Natural Explorer Terrain:
superiority dice to gain a number of Choose another option from the
different benefits: Natural Explorer feature to gain the
▪ When you make a check that benefits from.
allows you to apply your
proficiency in Athletics, Nature, • Level 18
Perception, Stealth, or Survival, o Superior Combat Superiority: Your
you can expend one superiority die superiority dice turn into d12s.
and add half the number rolled on
the superiority die (rounding up) to
your check. You apply this bonus
after making the check but before
learning if it was successful.
Monster Hunter (UA):
▪ When you make a weapon attack
against a creature, you can expend • Level 3
one superiority die to add it to the o Hunter’s Mysticism: You can cast detect
attack roll. You can use this ability magic as a ritual. You can cast
before or after making the attack protection from evil and good, but you
roll, but before any of the effects cannot cast it again with this feature
of the attack are applied. until you finish a long rest. Wisdom is
▪ If you are hit by an attack while your spellcasting ability for these spells.
wearing light or medium armor, In addition, you gain the ability to
you can expend one superiority die speak one of the following languages of
as a reaction and add the number your choice: Abyssal, Celestial, or
rolled to your AC. If the attack still Infernal.
hits, you take half damage from it. o Bonus Proficiencies: You gain
proficiency in two of the following skills
• Level 7 of your choice: Arcana, History, Insight,
o Additional Natural Explorer Terrain: Investigation, Nature, or Perception.
Choose another option from the You can gain proficiency with a tool of
Natural Explorer feature to gain the your choice in place of one skill.
benefits from. o Combat Superiority: You gain a set of
o You gain another superiority die abilities that are fueled by superiority
dice.
• Level 10 o Superiority Dice: You have four
o Improved Combat Superiority: Your superiority dice, which are d8s. A
superiority dice turn into d10s. superiority die is expended when you
use it. You regain all of your expended
• Level 15 superiority dice when you finish a rest.
o Relentless: When you roll initiative and o Using Superiority Dice: You can expend
have no superiority dice remaining, you superiority dice to gain a number of
regain 1 superiority die. different benefits:
o You gain another superiority die ▪ When you make a weapon attack
against a creature, you can expend

58
one superiority die to add it to the • Level 10
attack roll. You can use this ability o Improved Combat Superiority: Your
before or after making the attack superiority dice turn into d10s.
roll, but before any of the effects
of the attack are applied. • Level 15
▪ When you damage a creature with o Relentless: When you roll initiative and
a weapon attack, you can expend have no superiority dice remaining, you
one superiority die to add it to the regain 1 superiority die.
damage roll. You can use this o You gain another superiority die
ability after rolling damage. If the
attack causes the target to make a • Level 18
Constitution saving throw to o Superior Combat Superiority: Your
maintain concentration, it has superiority dice turn into d12s.
disadvantage on that save.
▪ When you make an Intelligence, a
Wisdom, or a Charisma saving
throw, you can expend one
superiority die to add it to the roll. Brute (UA):
You can use this feature only
before you learn if the save • Level 3
succeeded or failed. o Brute Force: Whenever you hit with a
▪ When you make a Perception weapon that you’re proficient with and
check to detect a hidden creature deal damage, the weapon’s damage
or object, or an Insight check to increases by an amount based on your
determine if someone is lying to level in this class.
you, you can expend one ▪ 3rd Level: 1d4
superiority die to add it to the roll. ▪ 10th Level: 1d6
You can use this feature after ▪ 16th Level: 1d8
seeing the total but before learning ▪ 20th Level: 1d10
if you succeeded or failed.
• Level 7
• Level 7 o Brutish Durability: Whenever you make
o Monster Slayer: Whenever you expend a saving throw, roll 1d6 and add the die
superiority dice to add to a damage to your saving throw total. If applying
roll, you can expend up to two dice this bonus to a death saving throw
instead of just one, adding both to the increases the total to 20 or higher, you
roll. If the target of your attack is an gain the benefits of rolling a 20 on the
aberration, a fey, a fiend, or an undead, d20.
you deal maximum damage with both
dice, instead of rolling them. • Level 10
o You gain another superiority die o Additional Fighting Style: You can
choose a second option from the
Fighting Style feature.

59
• Level 15 o Deadeye Shot: You can spend 1 Grit
o Devastating Critical: When you score a point to gain advantage on the next
critical hit with a weapon attack, you attack roll you make with a firearm this
gain a bonus to that weapon’s damage round.
roll equal to your level in this class.
• Level 7
• Level 18 o Quickdraw: You gain a +2 bonus to
o Survivor: At the start of each of your initiative. You can also draw and stow
turns in combat, you regain hit points firearms as a free action.
equal to 5 + your Constitution modifier. o Violent Shot: You can spend 1 or more
You don’t gain this benefit if you have 0 Grit points before making an attack roll
hit points or if you have more than half with a firearm. For each Grit point
of your hit points left. spent, that attack gains +2 to the
firearm’s misfire score. If the attack
hits, you can roll one additional
weapon damage die per grit point
Gunslinger (CR): spent when determining damage of the
attack.
• Level 3
o Firearm Proficiency: You gain • Level 10
proficiency with firearms. o Trick Shot: You can spend 1 Grit point
o Gunsmith: You gain proficiency with before making an attack roll to target a
Tinker’s Tools. You may use them to specific location on the target’s body. If
craft ammunition, repair damaged the specified body part cannot be seen,
firearms, or even draft and create new or the target lacks the part in question,
ones. only normal damage is suffered with no
o Grit: You gain a number of Grit Points additional effect.
equal to your Wisdom modifier o Trick Shot DC: 8 + your proficiency
(minimum of 1). You can spend grit bonus + your Dexterity Modifier
points to perform various “shot” o Trick Shot Variants
attacks with your firearms. An attack ▪ Head: On a hit, the target must
can only be affect by a single shot make a Constitution saving throw
feature. You regain all spent grit points or suffer disadvantage on attacks
after finishing a rest. You can regain until the end of their next turn.
spent Grit points in the following ways: ▪ Arms: On a hit, the target must
▪ Scoring a critical hit with a firearm make a Strength saving throw or
attack while in combat regains 1 drop 1 held item of your choice.
spent Grit Point. ▪ Torso: On a hit, the target is
▪ Each time you reduce a hostile pushed up to 10 feet directly away
creature to 0 hit points with a from you.
firearm attack, and kill them, you ▪ Legs: On a hit, the target must
regain 1 spent Grit Point. make a Strength saving throw or
get knocked prone.

60
▪ Wings: On a hit, the target must
make a Constitution saving throw
or plummet 20 feet.

• Level 15
o Lightning Reload: You can reload any
firearm as a bonus action.
o Piercing Shot: You can spend 1 Grit
point before making an attack roll. If
the attack hits, you make an attack roll
with disadvantage against every
creature directly behind the target
within your first range increment.

• Level 18
o Vicious Intent: Your firearm attacks
score a critical hit on a roll of 19-20
o Hemorrhaging Critical: Whenever you
score a critical hit on an attack with a
firearm, the target additionally suffers
half of the damage from the attack at
the end of its next turn.

61
Monk (PHB):
• Hit Points
o Hit Dice: 1d8 per monk level
o Hit Points at 1st level: 8 + Con Modifier
o Hit Points at Higher Levels: 1d8 + Con
Modifier per monk level after 1st
• Proficiencies
o Armor: None
o Weapons: Simple weapons,
shortswords
o Tools: Choose one type of artisan’s tools
or one musical instrument
o Saving Throws: Strength, Dexterity
o Skills: Choose two from Acrobatics,
Athletics, History, Insight, Religion, and
Stealth
• Equipment
o a shortsword or (B) any simple weapon
o a dungeoneer’s pack or (B) explorer’s
pack
o 10 darts

• Level 1
o +2 Proficiency Bonus
o Martial Arts: Your practice of martial
arts gives you mastery of combat styles
that use unarmed strikes and monk
weapons, which are shortswords, and
any simple melee weapons that don’t
have the two-handed or heavy
property. You gain the following
benefits while you are unarmed or
wielding only monk weapons and you
aren’t wearing armor or wielding a
shield.
▪ You can use Dexterity instead of
Strength for the attack and
damage rolls of your unarmed
strikes and monk weapons.

62
▪ You can roll a d4 in place of the bonus increases as you reach certain
normal damage of your unarmed Monk levels.
strike or monk weapon. This die
changes as you gain monk levels. • Level 3
▪ When you use the Attack action o Deflect Missiles: You can use your
with an unarmed strike or a monk reaction to deflect or catch a missile
weapon on your turn, you can when you are hit by a ranged weapon
make one unarmed strike as a attack. When you do so, the damage
bonus action. you take from the attack is reduced by
o Unarmored Defense: While you are 1d10 + your Dexterity modifier + your
wearing no armor and not wielding a monk level. If you reduce the damage
shield, your AC equals 10 + your to 0, you can catch the missile if it is
Dexterity modifier + your Wisdom small enough for you to hold in one
Modifier hand and you have at least one hand
free. If you catch a missile this way, you
• Level 2 can spend 1 Ki point to make a ranged
o Ki: You have Ki points equal to your attack with the weapon or piece of
Monk level. You can spend these points ammunition you just caught, as part of
to fuel various Ki features. You learn the same reaction. You make this
more features as you gain Monk levels. attack with proficiency, regardless of
When you spend a Ki point it is your weapon proficiencies and the
unavailable until you finish a short or missile counts as a monk weapon for
long rest, at the end of which you draw the attack. The range of this attack is
all of your expended Ki back into 20/60.
yourself. You must spend at least 30 o Monastic Tradition (Choose a Subclass)
minutes of the rest meditating to
regain your Ki points. • Level 4
▪ Ki Save DC = 8 + your proficiency o Ability Score Improvement or Choice of
bonus + your Wisdom modifier Feat
o Flurry of Blows: Immediately after you o Slow Fall: You can use your reaction
take the Attack action on your turn, when you fall, you can reduce any
you can spend 1 Ki point to make two falling damage you take by an amount
unarmed strikes as a bonus action. equal to five times your monk level.
▪ Patient Defense: You can spend 1
Ki point to take the Dodge action • Level 5
as a bonus action on your turn. o+3 Proficiency Bonus
▪ Step of the Wind: You can spend 1 oMartial Arts die increases to 1d6
Ki point to take the Disengage or oExtra Attack: You can attack twice,
Dash action as a bonus action and instead of once, whenever you take the
your jump distance is doubled for Attack action on your turn.
the turn. o Stunning Strike: When you hit another
o Unarmored Movement: Your speed creature with a melee weapon attack,
increases by 10ft. while you are not you can spend 1 Ki point to attempt a
wearing armor or wielding a shield. This stunning strike. The target must
succeed on a Constitution saving throw

63
or be stunned until the end of your • Level 11
next turn. o Subclass Feature
o Martial Arts die increases to 1d8
• Level 6
o Subclass Feature • Level 12
o Unarmored Movement Increase: Your o Ability Score Improvement or Choice of
unarmored movement increase is now Feat
15ft.
o Ki-Empowered Strikes: Your unarmed • Level 13
strikes count as magical for the purpose o +5 Proficiency Bonus
of overcoming resistance and immunity o Tongue of the Sun and Moon: You
to nonmagical attacks and damage. understand all spoken languages.
Moreover, any creature that can
• Level 7 understand a language can understand
o Evasion: When you are subjected to an what you say.
effect that allows you to make a
Dexterity saving throw to take only half • Level 14
damage, you instead take no damage if o Unarmored Movement Increase: Your
you succeed on the saving throw, and unarmored movement increase is now
only half damage if you fail. 25ft.
o Stillness of Mind: You can use your o Diamond Soul: You gain proficiency in
action to end one effect on yourself all saving throws. Additionally,
that is causing you to be charmed or whenever you make a saving throw and
frightened. fail, you can spend 1 Ki point to reroll it
and take the second result.
• Level 8
o Ability Score Improvement or Choice of • Level 15
Feat o Timeless Body: You no longer show the
appearance of aging and can’t age
• Level 9 magically. You can still die of old age,
o +4 Proficiency Bonus however. In addition, you no longer
o Improved Unarmored Movement: You need food or water.
gain the ability to move along vertical
surfaces and across liquids on your turn • Level 16
without falling during the move. o Ability Score Improvement or Choice of
Feat
• Level 10
o Unarmored Movement Increase: Your • Level 17
unarmored movement increase is now o Subclass Feature
20ft. o +6 Proficiency Bonus
o Purity of Body: You are immune to o Martial Arts die increases to 1d10
disease and poison.

64
• Level 18 • Level 6
o Unarmored Movement Increase: Your o Wholeness of Body: As an action, you
unarmored movement increase is now can regain hit points equal to three
30ft. times your monk level. You must finish
o Empty Body: You can use your action to a long rest before you can use this
spend 4 Ki points to become invisible feature again.
for 1 minute. During that time, you also
have resistance to all damage but force • Level 11
damage. Additionally, you can spend 8 o Tranquility: At the end of a long rest,
Ki points to cast the astral projection you gain the effect of a sanctuary spell
spell, without needing material that lasts until the start of your next
components. When you do so, you long rest (the spell can end early as
can’t take any other creatures with normal). The saving throw DC for the
you. spell equals 8 + your Wisdom modifier
+ your proficiency bonus.
• Level 19
o Ability Score Improvement or Choice of • Level 17
Feat o Quivering Palm: When you hit a
creature with an unarmed strike, you
• Level 20 can spend 3 Ki points to start
o Perfect Self: When you roll for initiative imperceptible vibrations, which last for
and you have no Ki points remaining, a number of days equal to your Monk
you regain 4 Ki points. level. The vibrations are harmless
unless you use your action to end
them. To do so, you and the target
must be on the same plane of
existence. When you use this action,
Subclasses: the creature must make a constitution
saving throw. If it fails, it is reduced to 0
Way of the Open Hand (PHB): hit points. If it succeeds, it takes 10d10
necrotic damage. You can have only
• Level 3 one creature under the effect of this
o Open Hand Technique: Whenever you feature at a time. You can choose to
hit a creature with one of the attacks end the vibrations harmlessly without
granted by your Flurry of Blows, you using an action.
can impose one of the following effects
on that target:
▪ It must succeed on a Dexterity
saving throw or be knocked prone. Way of Shadow (PHB):
▪ It must make a Strength saving
throw. If it fails, you can push it up • Level 3
to 15 feet away from you. It can’t o Shadow Arts: You can spend 2 Ki points
take reactions until the end of your to cast darkness, darkvision, pass
next turn. without trace, or silence, without
providing material components.

65
Additionally, you gain the minor illusion ▪ Elemental Attunement: You can
cantrip if you don’t already know it. use your action to briefly control
elemental forces nearby, causing
• Level 6 one of the following effects of your
o Shadow Step: When you are in dim light choice:
or darkness, as a bonus action you can • Create a harmless,
teleport up to 60ft. to an unoccupied instantaneous sensory effect
space you can see that is also in dim related to air, earth, fire, or
light or darkness. You then have water, such as a shower of
advantage on the first melee attack you sparks, a puff of wind, a spray
make before the end of the turn. of light mist, or a gentle
rumbling of stone.
• Level 11 • Instantaneously light or snuff out
o Cloak of Shadows: When you are in an a candle, a torch, or a small
area of dim light or darkness, you can campfire.
use your action to become invisible. • Chill or warm up to 1 pound of
You remain invisible until you make an nonliving material for up to 1
attack, cast a spell, or are in an area of hour.
bright light. • Cause earth, fire, water, or mist
that can fit within a 1-foot
• Level 17 cube to shape itself into a
o Opportunist: Whenever a creature crude form you designate for 1
within 5 feet of you is hit by an attack minute.
made by a creature other than you, you ▪ Fangs of the Fire Snake: When you
can use your reaction to make a melee use the Attack action on your turn,
attack against that creature. you can spend 1 Ki point to cause
tendrils of flame to stretch out
from your fists and feet. Your
reach with your unarmed strikes
Way of the Four Elements (PHB): increases by 10 feet for that action,
as well as the rest of the turn, A hit
• Level 3 with such an attack deals fire
o Disciple of the Elements: You know the damage instead of bludgeoning
Elemental Attunement discipline and damage, and if you spend 1 Ki
one other elemental discipline of your point when the attack hits, it also
choice. You learn additional elemental deals an extra 1d10 fire damage.
disciplines at higher levels. Whenever ▪ Fist of Four Thunders: You can
you learn a new discipline, you may spend 2 Ki points to cast
replace a discipline that you already thunderwave.
know with a different discipline. ▪ Fist of Unbroken Air: You can
o Casting Elemental Spells: Some create a blast of compressed air
elemental disciplines allow you to cast that strikes like a mighty fist. As an
spells. To cast a spell, you use its action, you can spend 2 Ki points
casting time and other rules, but don’t and choose a creature within 30
need material components. feet of you. That creature must

66
make a Strength saving throw. On Dexterity saving throw. On a failed
a failed save, the creature takes save, the creature takes 3d10
3d10 bludgeoning damage, plus an bludgeoning damage, phis an extra
extra 1d10 bludgeoning damage 1d10 bludgeoning damage for each
for each additional Ki point you additional Ki point you spend, and
spend, and you can push the you can either knock it prone or
creature up to 20 feet away from pull it up to 25 feet closer to you.
you and knock it prone. On a On a successful save, the creature
successful save, the creature takes takes half as much damage, and
half as much damage, and you you don't pull it or knock it prone.
don't push it or knock it prone.
▪ Rush of the Gale Spirits: You can • Level 5
spend 2 Ki points to cast gust of o Improved Casting Elemental Spells: You
wind. can spend additional Ki points to
▪ Shape the Flowing River: As an increase the level of an elemental
action, you can spend 1 Ki point to discipline spell that you cast, provided
choose an area of ice or water no that the spell has an enhanced effect at
larger than 30 feet on a side within a higher level, as burning hands does.
120 feet of you. You can change The spell’s level increases by 1 for each
water to ice within the area and additional Ki point you spend. The
vice versa, and you can reshape ice maximum number of Ki points you can
in the area in any manner you spend to cast a spell in this way is
choose. You can raise or lower the determined by your monk level.
ice's elevation, create or fill in a o Elemental Spell Maximum Level is 3
trench, erect or flatten a wall, or
form a pillar. The extent of any • Level 6
such changes can't exceed half the o Disciple of the Elements: You gain an
area's largest dimension. For additional Elemental Discipline. You can
example, if you affect a 30-foot also replace one you currently know,
square, you can create a pillar up with one that you do not. Additionally,
to 15 feet high. raise or lower the the following Elemental Discipline
square's elevation by up to 15 feet, options are now available to you:
dig a trench up to 15 feet deep, ▪ Clench of the North Wind: You can
and so on. You can't shape the ice spend 3 Ki points to cast hold
to trap or injure a creature in the person.
area. ▪ Gong of the Summit: You can
▪ Sweeping Cinder Strike: You can spend 3 Ki points to cast shatter.
spend 2 Ki points to cast burning
hands. • Level 9
▪ Water Whip: As an action, you can o Elemental Spell Maximum Level is 4
spend 2 Ki points to create a whip
of water that shoves and pulls a • Level 11
creature to unbalance it. A o Disciple of the Elements: You gain an
creature that you can see that is additional Elemental Discipline. You can
within 30 feet of you must make a also replace one you currently know,

67
with one that you do not. Additionally, • Level 6
the following Elemental Discipline o Hour of Reaping: As an action, each
options are now available to you: creature within 30 feet of you that can
▪ Eternal Mountain Defense: You see you must succeed on a Wisdom
can spend 5 Ki points to cast saving throw or be frightened of you
stoneskin, targeting yourself. until the end of your next turn.
▪ Flames of the Phoenix: You can
spend 4 Ki points to cast fireball. • Level 11
▪ Mist Stance: You can spend 4 Ki o Mastery of Death: When you are
points to cast gaseous form, reduced to 0 hit points, you can expend
targeting yourself. 1 Ki point (no action required) to have
▪ Ride the Wind: You can spend 4 Ki 1 hit point instead.
points to cast fly, targeting
yourself. • Level 17
o Touch of the Long Death: As an action,
• Level 13 you touch one creature within 5 feet of
o Elemental Spell Maximum Level is 5 you, and you expend 1 to 10 Ki points.
The target must make a constitution
• Level 17 saving throw, and it takes 2d10
o Disciple of the Elements: You gain an necrotic damage per Ki point spent on
additional Elemental Discipline. You can a failed save, or half as much damage
also replace one you currently know, on a successful one.
with one that you do not. Additionally,
the following Elemental Discipline
options are now available to you:
▪ Breath of Winter: You can spend 6 Way of the Sun Soul (SC/XG
Ki points to cast cone of cold.
▪ River of Hungry Flame: You can Updated):
spend 5 Ki points to cast wall of
fire. • Level 3
▪ Wave of Rolling Earth: You can o Radiant Sun Bolt: You gain a new attack
spend 6 Ki points to cast wall of option that you can use with the Attack
stone. action. This special attack is a ranged
o Elemental Spell Maximum Level is 6 spell attack with a range of 30 feet. You
are proficient with it, and you add your
Dexterity modifier to its attack and
damage rolls. Its damage is radiant, and
its damage die starts as a d4 and
• Way of the Long Death (SC): increases with your Martial Arts. When
you take the Attack action on your turn
• Level 3 to use this special attack as part of it,
o Touch of Death: When you reduce a you can spend 1 Ki point to make the
creature within 5 feet of you to 0 hit special attack twice as a bonus action.
points, you gain temporary hit points When you gain the Extra Attack
equal to your Wisdom modifier + your feature, this special attack can be used
monk level.

68
for any of the attacks you make as part Way of the Kensei (XG):
of the attack action.
• Level 3
• Level 6 o Path of the Kensei: Your special martial
o Searing Arc Strike: Immediately after arts training leads you to master the
you take the Attack action on your use of certain weapons. You gain the
turn, you can spend 2 Ki points to cast following benefits:
the burning hands spell as a bonus ▪ Kensei Weapons: Choose two
action. You can spend additional Ki types of weapons to be your
points to cast burning hands as a higher Kensei weapons: one melee
level spell. Each additional Ki point you weapon and one ranged weapon.
spend increases the spell’s level by 1. Each of these weapons can be any
The maximum number of Ki points (2 simple or martial weapon that
plus any additional points) that you can lacks the heavy and special
spend on the spell equal half your properties. The longbow is also a
monk level (rounded down). valid choice. You gain proficiency
with these weapons if you don’t
• Level 11 already have it. Weapons of the
o Searing Sunburst: As an action, you chosen types are monk weapons
magically create an orb and hurl it at a for you. Many of this tradition’s
point you choose within 150 feet, features work only with your
where it erupts into a sphere of radiant Kensei weapons.
light for a brief but deadly instant. Each ▪ Agile Parry: If you make an
creature in that 20-foot-radius sphere unarmed strike as part of the
must succeed on a Constitution saving Attack action on your turn and are
throw or take 2d6 radiant damage. A holding a Kensei weapon, you can
creature doesn’t need to make that use it to defend yourself if it is a
save if the creature is behind total melee weapon. You gain a +2
cover that is opaque. You can increase bonus to AC until the start of your
the sphere’s damage by spending Ki next turn, while the weapon is in
points. Each point you spend, up to a your hand and you aren’t
maximum of 3, increases the damage incapacitated.
by 2d6. ▪ Kensei’s Shot: You can use a bonus
action on your turn to make your
• Level 17 ranged attacks with a Kensei
o Sun Shield: You shed bright light in a 30- weapon deadlier. When you do so,
foot radius and dim light for an any target you hit with a ranged
additional 30 feet. You can extinguish attack using a Kensei weapon takes
or restore the light as a bonus action. If an extra 1d4 damage of the
a creature hits you with a melee attack weapon’s type. You retain this
while this light shines, you can use your benefit until the end of the current
reaction to deal (5 + your Wisdom turn.
modifier) radiant damage to the ▪ Way of the Brush: You gain
creature. proficiency with your choice of

69
calligrapher’s supplies or painter’s o Kensei Weapon Addition: Choose one
supplies. type of weapon to be included as a
Kensei weapon. It can be melee or
• Level 6 ranged, but has to lack the heavy and
o One with the Blade: You extend your Ki special properties, excluding the
into your Kensei weapons, granting you longbow if you haven’t already chosen
the following benefits: it. You gain proficiency with the chosen
▪ Magic Kensei Weapons: Your weapon and it is also considered a
attacks with your Kensei weapons monk weapon.
count as magical for the purpose of
overcoming resistance and • Level 17
immunity to nonmagical attacks o Unerring Accuracy: Your mastery of
and damage. weapons grants you extraordinary
▪ Deft Strike: When you hit a target accuracy. If you miss with an attack roll
with a Kensei weapon, you can using a monk weapon on your turn, you
spend 1 Ki point to cause the can reroll it. You can use this feature
weapon to deal extra damage to only once on each of your turns.
the target equal to your Martial o Kensei Weapon Addition: Choose one
Arts die. You can use this feature type of weapon to be included as a
only once on each of your turns. Kensei weapon. It can be melee or
o Kensei Weapon Addition: Choose one ranged, but has to lack the heavy and
type of weapon to be included as a special properties, excluding the
Kensei weapon. It can be melee or longbow if you haven’t already chosen
ranged, but has to lack the heavy and it. You gain proficiency with the chosen
special properties, excluding the weapon and it is also considered a
longbow if you haven’t already chosen monk weapon.
it. You gain proficiency with the chosen
weapon and it is also considered a
monk weapon.
Way of Tranquility (UA):
• Level 11
o Sharpen the Blade: You gain the ability • Level 3
to augment your weapons further with o Path of Tranquility: You can cast the
your Ki. As a bonus action, you can sanctuary spell on yourself, no material
expend up to 3 Ki points to grant one components required, and it lasts up to
Kensei weapon you touch a bonus to 8 hours. The saving throw DC for the
attack and damage rolls when you spell equals 8 + your Wisdom modifier
attack with it. The bonus equals the + your proficiency bonus. A creature
number of Ki points you spent. This that succeeds on the save is immune to
bonus lasts for 1 minute or until you this effect for 1 hour. Once you cast the
use this feature again. This feature has spell in this way, you can’t do so again
no effect on a magic weapon that for 1 minute.
already has a bonus to attack and o Healing Hands: You have a pool of
damage rolls (Ex. Longsword +2) magical healing power that replenishes
when you take a long rest. With that

70
pool, you can restore a total number of the target witnesses any of those things
hit points equal to your monk level x happening to its allies.
10. As an action, you can touch a
creature and draw power from the pool • Level 17
to restore a number of hit points to o Anger of a Gentle Soul: Once per round,
that creature. Instead of healing the if you see a creature reduce another
creature, you can expend 5 hit points creature to 0 hit points, you can use
from the pool of healing to cure the your reaction to grant yourself a bonus
target of one disease or neutralize one to all damage rolls against the
poison affecting it. You can cure aggressor until the end of your next
multiple diseases and neutralize turn. The bonus equals your monk
multiple poisons with a single use of level.
Healing Hands, expending hit points
separately for each one. Additionally,
when you use your Flurry of Blows, you
can replace one of the unarmed strikes Way of the Drunken Master (XG):
with a use of this feature. This feature
has no effect on undead or constructs. • Level 3
o Drunken Technique: Whenever you use
• Level 6 Flurry of Blows, you gain the benefit of
o Emissary of Peace: Whenever you make the Disengage action, and your walking
a Charisma check to calm violent speed increases by 10 feet until the end
emotions or to counsel peace, you have of the current turn.
advantage on the roll. You must make o Bonus Proficiencies: You gain profi-
this entreaty in good faith; it doesn’t ciency in the Performance skill if you
apply if proficiency in the Deception or don’t already have it. Your martial arts
Intimidation skill applies to your check. technique mixes combat training with
You also gain proficiency in the the precision of a dancer and the antics
Performance or Persuasion skill of a jester. You also gain proficiency
(choose one). with brewer’s supplies if you don’t
already have it.
• Level 11
o Douse the Flames of War: As an action, • Level 6
you can touch a creature, and it must o Tipsy Sway: You gain the following
make a Wisdom saving throw with a DC benefits:
equal to 8 + your proficiency bonus + ▪ Leap to Your Feet: When you’re
your Wisdom modifier. The target prone, you can stand up by
automatically succeeds if it’s missing spending 5 feet of movement,
any of its hit points. If the target fails rather than half your speed.
the save, it can’t attack for 1 minute. ▪ Redirect Attack: When a creature
During that time, it can’t cast spells misses you with a melee attack
that deal damage or force someone to roll, you can spend 1 Ki point as a
make a saving throw. This effect ends if reaction to cause that attack to hit
the target is attacked, takes damage, or one creature of your choice, other
is forced to make a saving throw or if

71
than the attacker, that you can see fails their saving throw, you can choose
within 5 feet of you. two aspects to learn. This increases to
three aspects at 11th level, and four
• Level 11 aspects at 17th level.
o Drunkard’s Luck: When you make an
ability check, an attack roll, or a saving • Level 6
throw and have disadvantage on the o Extort Truth: If you manage to hit a
roll, you can spend 2 Ki points to cancel single creature with two or more
the disadvantage for that roll. attacks in one round, you can spend 2
ki points to force them to make a
• Level 17 Charisma saving throw. You can choose
o Intoxicated Frenzy: When you use to have these attacks deal no damage.
Flurry of Blows, you can make up to On a failed save, the creature is unable
three additional attacks with it (up to a to speak a deliberate lie for 1 minute.
total of five Flurry of Blows attacks), You know if they succeeded or failed on
provided that each Flurry of Blows their saving throw. An affected
attack targets a different creature this creature is aware of the effect and can
turn. thus avoid answering questions to
which it would normally respond with a
lie. Such a creature can be evasive in its
answers as long as the effect lasts.
Way of the Cobalt Soul (CR): o Mind of Mercury: You can take a
number of additional reactions each
round equal to your Intelligence
• Level 3
modifier (minimum of 1), at the cost of
o Mystical Erudition: Whenever you make
1 ki point per reaction beyond the first.
an Intelligence (Arcana), Intelligence
You can only use one reaction per
(History), or Intelligence (Religion)
trigger. In addition, whenever you
check, you can spend 1 ki point to gain
make an Intelligence (Investigation)
advantage on the roll. In addition, you
check, you can spend 1 ki point to gain
learn one language of your choice. You
advantage on the roll.
gain additional languages at 11th and
17th level.
o Extract Aspects: Whenever you hit a • Level 11
single creature with two or more o Prenatural Counter: If a creature misses
attacks in one round, you can spend 1 you with an attack, you can immediate-
ki point to force the target to make a ely use your reaction to make a melee
Constitution saving throw. On a failure, attack against that creature.
you learn one aspect about the
creature of your choice: Creature Type, • Level 17
Armor Class, Senses, Highest Saving o Debilitating Barrage: Whenever you hit
Throw Modifier, Lowest Saving Throw a single creature with three or more
Modifier, Damage Vulnerabilities, attacks in one round, you can spend 3
Damage Resistances, Damage Ki points to give the creature
Immunities, or Condition Immunities. disadvantage to their attack rolls until
Upon reaching 6th level, if the target the end of your next turn, and they

72
must make a Constitution saving throw.
On a failure, the creature suffers
vulnerability to a damage type of your
choice for 1 minute, or until after they
take any damage of that type.
Creatures with resistance or immunity
to the chosen damage type do not
suffer this vulnerability, which is
revealed after the damage type is
chosen. You can select the damage
type from the following list: acid,
bludgeoning, cold, fire, force, lightning,
necrotic, piercing, poison, psychic,
radiant, slashing, thunder.

73
Paladin (PHB):
• Hit Points
o Hit Dice: 1d10 per paladin level
o Hit Points at 1st level: 10 + Con
Modifier
o Hit Points at Higher Levels: 1d10 + Con
Modifier per paladin level after 1st
• Proficiencies
o Armor: All armor, shields
o Weapons: Simple weapons, martial
weapons
o Tools: None
o Saving Throws: Wisdom, Charisma
o Skills: Choose two from Athletics,
Insight, Intimidation, Medicine,
Persuasion, and Religion
• Equipment
o a martial weapon and a shield or (B) two
martial weapons
o five javelins, (B) any simple melee
weapon
o a priest’s pack or (B) explorer’s pack
o Chain mail and a holy symbol

• Level 1
o +2 Proficiency Bonus
o Divine Sense: As an action, you can
open your awareness to detect evil
forces. Until the end of your next turn,
you know the location of any celestial,
fiend, or undead within 60 feet of you
that is not behind total cover. You
know the type (celestial, fiend, or
undead) of any being whose presence
you sense, but not its identity. Within
the same radius, you also detect the
presence of any place or object that
has been consecrated or desecrated, as
with the hallow spell. You can use this
feature a number of times equal to 1 +

74
your Charisma modifier. When you ▪ Protection: Once per round, when
finish a long rest, you regain all a creature you can see attacks a
expended uses. target other than you that is within
o Lay on Hands: You have a pool of 5 feet of you, you can impose
healing power that replenishes when disadvantage on the attack roll.
you take a long rest. With that pool, You must be wielding a shield.
you can restore a total number of hit o Spellcasting: You have learned to draw
points equal to your paladin level x 5, on divine magic through meditation
As an action, you can touch a creature and prayer to cast spells as a cleric
and draw power from the pool to does.
restore a number of hit points to that ▪ Preparing Spells: After each long
creature, up to the maximum amount rest you choose a number of
remaining in your pool. Alternatively, paladin spells equal to your
you can expend 5 hit points from your Charisma modifier + half your
pool of healing to cure the target of paladin level, rounded down. The
one disease or neutralize one poison spells must be of a level for which
affecting it. You can cure multiple you have spell slots.
diseases and neutralize multiple ▪ Spell Save DC: 8 + your proficiency
poisons with a single use of Lay on bonus + your charisma modifier
Hands, expending hit points separately ▪ Spell Attack Modifier: your
for each one. This feature has no effect proficiency bonus + your Charisma
on undead and constructs. modifier.
▪ Spellcasting Focus: You can use a
• Level 2 holy symbol as a spellcasting focus.
o You gain two level 1 spell slots. o Divine Smite: When you hit a creature
o Fighting Style: You adopt a particular with a melee weapon attack, you can
style of fighting as your specialty: expend one spell slot to deal radiant
▪ Defense: While you’re wearing damage to the target, in addition to the
armor, you gain a +1 bonus to AC. weapon's damage. The extra damage is
▪ Dueling: When you are wielding a 2d8 for a 1st-level spell slot, plus 1d8
melee weapon in one hand and no for each spell level higher than 1st, to a
other weapons, you gain a +2 maximum of 5d8. The damage
bonus to damage rolls with that increases by 1d8 if the target is an
weapon. undead or a fiend.
▪ Great Weapon Fighting: When you
roll a 1 or 2 on a damage die for an • Level 3
attack you make with a melee oYou gain one level 1 spell slot.
weapon that you are wielding with oSacred Oath (Choose a Subclass)
two hands, you can reroll the die oDivine Health: You are immune to
and must use the new roll, even if disease.
the new roll is a 1 or a 2. The o Channel Divinity: When you use your
weapon must have the two- Channel Divinity, you choose which
handed or versatile property for option to use. You must then finish a
you to gain this benefit. rest to use your Channel Divinity again.

75
• Level 4 damage to the extra damage of your
o Ability Score Improvement or Choice of Divine Smite.
Feat
• Level 12
• Level 5 o Ability Score Improvement or Choice of
o +3 Proficiency Bonus Feat
o You gain one level 1 spell slot and two
level 2 spell slots. • Level 13
o Extra Attack: You can attack twice, o +5 Proficiency Bonus
instead of once, whenever you take the • You gain one level 4 spell slot.
Attack action on your turn.
• Level 14
• Level 6 o Cleansing Touch: You can use your
o Aura of Protection: Whenever you or a action to end one spell on yourself or
friendly creature within 10 feet of you on one willing creature that you touch.
must make a saving throw, the creature You can use this feature a number of
gains a bonus to the saving throw equal times equal to your Charisma modifier.
to your charisma modifier. You must be You regain expended uses when you
conscious to grant this bonus. finish a long rest.

• Level 7 • Level 15
o Subclass Feature o Subclass Feature
o You gain one level 2 spell slot. o You gain one level 4 spell slot.

• Level 8 • Level 16
o Ability Score Improvement or Choice of o Ability Score Improvement or Choice of
Feat Feat

• Level 9 • Level 17
o +4 Proficiency Bonus o +6 Proficiency Bonus
o You gain two level 3 spell slots. o You gain one level 4 spell slot and one
level 5 spell slot.
• Level 10
o Aura of Courage: You and friendly • Level 18
creatures within 10 feet of you can’t be o Aura Improvements: Auras now have a
frightened while you are conscious. range of 30ft.

• Level 11 • Level 19
o You gain one level 3 spell slot. o You gain one level 5 spell slot.
o Improved Divine Smite: Whenever you o Ability Score Improvement or Choice of
hit a creature with a melee weapon, Feat
the creature takes an extra 1d8 radiant
damage. If you also use your Divine • Level 20
Smite with an attack, you add this o Subclass Feature

76
Divinity. Each fiend or undead that
Subclasses: can see or hear you within 30 feet
of you must make a Wisdom saving
Oath of Devotion (PHB): throw. If the creature fails its
saving throw, it is turned for 1
• Tenets of Devotion: minute or until it takes damage. A
o Compassion turned creature must spend its
o Courage turns trying to move as far away
o Duty from you as it can, and it can't
o Honesty willingly move to a space within 30
o Honor feet of you. It also can't take
reactions. For its action, it can use
• Spells: only the Dash action or try to
o 3rd – protection from evil and good, escape from an effect that
sanctuary prevents it from moving. If there's
o 5th – lesser restoration, zone of truth nowhere to move, the creature can
o 9th –beacon of hope, dispel magic use the Dodge action.
o 13th – freedom of movement, guardian
of faith • Level 7
o 17th – commune, flame strike o Aura of Devotion: You and friendly
creatures within 10 feet of you can’t be
• Level 3 charmed while you are conscious.
o Channel Divinity: You gain the following
two Channel Divinity options: • Level 15
▪ Sacred Weapon: As an action, you o Purity of Spirit: You are always under
can imbue one weapon that you the effects of a protection from evil and
are holding with positive energy, good spell.
using your Channel Divinity. For 1
minute, you add your Charisma • Level 20
modifier to attack rolls made with o Holy Nimbus: As an action, you can
that weapon. The weapon also emanate an aura of sunlight. For 1
emits bright light in a 20-foot minute, bright light shines from you in
radius and dim light 20 feet a 30-foot radius, and dim light shines
beyond that. If the weapon is not 30 feet beyond that. Whenever an
already magical, it becomes enemy creature starts its turn in the
magical for the duration. You can bright light, the creature takes 10
end this effect on your turn as part radiant damage. If addition, for the
of any other action. If you are no duration, you have advantage on saving
longer holding or carrying this throws against spells cast by fiends or
weapon, or if you fall unconscious, undead. Once you use this feature, you
this effect ends. can’t use it again until you finish a long
▪ Turn the Unholy: As an action, you rest.
present your holy symbol and
speak a prayer censuring fiends
and undead, using your Channel

77
Oath of the Ancients (PHB): within 30 feet of you. It also can't
take reactions. For its action, it can
• Tenets of the Ancients: use only the Dash action or try to
o Joyfulness escape from an effect that
o Kindness prevents it from moving. If there's
o Laughter nowhere to move, the creature can
o Life use the Dodge action.

• Spells: • Level 7
o 3rd – ensnaring strike, speak with o Aura of Warding: You and friendly
animals creatures within 10 feet of you have
o 5th – moonbeam, misty step resistance to damage from spells.
o 9th –plant growth, protection from
energy • Level 15
o 13th – ice storm, stoneskin o Undying Sentinel: When you are
o 17th – commune with nature, tree reduced to 0 hit points and are not
stride killed outright, you can choose to drop
to 1 hit point instead. Once you use this
• Level 3 ability, you can’t use it again until you
o Channel Divinity: You gain the following finish a long rest. Additionally, you
two Channel Divinity options: suffer none of the drawbacks of old
▪ Nature’s Wrath: As an action, you age, and you can’t be aged magically.
can cause spectral vines to spring
up and reach for a creature within • Level 20
10 feet of you that you can see. o Elder Champion: Using your action, you
The creature must succeed on a undergo a transformation. For one
Strength or Dexterity saving throw minute, you assume the form of an
(its choice) or be restrained. While ancient force of nature, taking on an
restrained by the vines, the appearance you choose. For example,
creature repeats the saving throw your skin might turn green or take on a
at the end of each of its turns. On a bark-like texture, your hair might
success, it frees itself and the vines become leafy or moss like, or you
vanish. might sprout antlers or a lion-like
▪ Turn the Faithless: As an action, mane. You gain the following benefits;
you present your holy symbol and and once you use this feature, you
each fey or fiend within 30 feet of can't use it again until you finish a long
you that can see or hear you within rest.
30 feet of you must make a ▪ At the start of each of your turns,
Wisdom saving throw. If the you regain 10 hit points.
creature fails its saving throw, it is ▪ Whenever you cast a paladin spell
turned for 1 minute or until it takes that has a casting time of 1 action,
damage. A turned creature must you can cast it using a bonus action
spend its turns trying to move as instead.
far away from you as it can, and it ▪ Enemy creatures within 10 feet of
can't willingly move to a space you have disadvantage on saving

78
throws against your paladin spells within 10 feet of you, using your
and Channel Divinity options. Channel Divinity. You gain
advantage on attack rolls against
the creature for 1 minute or until it
drops to 0 hit points or falls
Oath of Vengeance (PHB): unconscious.

• Tenets of Vengeance: • Level 7


o Any Means Necessary o Relentless Avenger: When you hit a
o Fight the Greatest Evil creature with an opportunity attack,
o No Mercy for Evil you can move up to half your speed
o Restitution immediately after the attack and as
part of the same reaction. This
• Spells: movement doesn’t provoke
o 3rd – bane, hunter’s mark opportunity attacks.
o 5th – hold person, misty step
o 9th – haste, protection from energy • Level 15
o 13th – banishment, dimension door o Soul of Vengeance: When a creature
o 17th – hold monster, scrying under the effect of your Vow of Enmity
makes an attack, you can use your
• Level 3 reaction to make a melee weapon
o Channel Divinity: You gain the following attack against that creature if it is
two Channel Divinity options: within range.
▪ Abjure Enemy: As an action, you
present your holy symbol and • Level 20
speak a prayer of denunciation, o Avenging Angel: Using your action, you
using your Channel Divinity. undergo a transformation. For one
Choose one creature within 60 feet hour, you gain the following benefits;
of you that you can see. That and once you use this feature, you
creature must make a Wisdom can’t use it again until you finish a long
saving throw, unless it is immune rest.
to being frightened. Fiends and ▪ Wings sprout from your back and
undead have disadvantage on this grant you a flying speed of 60 feet.
saving throw. On a failed save, the ▪ You emanate an aura of menace in
creature is frightened for 1 minute a 30-foot radius. The first time any
or until it takes any damage. While enemy creature enters the aura or
frightened, the creature's speed is starts its turn there during a battle.
0. and it can't benefit from any The creature must succeed on a
bonus to its speed. On a successful Wisdom saving throw or become
save, the creature's speed is halved frightened of you for 1 minute or
for 1 minute or until the creature until it takes any damage. Attack
takes any damage. rolls against the frightened
▪ Vow of Enmity: As a bonus action, creature have advantage.
you can utter a vow of enmity
against a creature you can see

79
Oath of the Crown (SC): the target creature, causing that
creature to not take the damage.
• Tenets of the Crown: Instead, you take the damage. This
o Courage damage to you can’t be reduced or
o Law prevented in any way.
o Loyalty
o Responsibility • Level 15
o Unyielding Spirit: You have advantage
• Spells: on saving throws to avoid becoming
o 3rd – command, compelled duel paralyzed or stunned.
o 5th – warding bond, zone of truth
o 9th – aura of vitality, spirit guardians • Level 20
o 13th – banishment, guardian of faith o Exalted Champion: Using your action,
o 17th – circle of power, geas you can gain the following benefits for
one hour; and once you use this
• Level 3 feature, you can’t use it again until you
o Channel Divinity: You gain the following finish a long rest. This effect ends early
two Channel Divinity options: if you are incapacitated or die.
▪ Champion Challenge: Each ▪ You have resistance to
creature of your choice that you bludgeoning, piercing, and slashing
can see you within 30 feet must damage from nonmagical
make a Wisdom saving throw. On a weapons.
failed save, a creature can't ▪ Your allies have advantage on
willingly move more than 30 feet death saving throws while within
away from you. This effect ends on 30 feet of you.
the creature if you are ▪ You have advantage on Wisdom
incapacitated or die or if the saving throws, as do your allies
creature is moved more than 30 within 30 ft. of you.
feet away from you.
▪ Turn the Tide: As a bonus action,
you can bolster injured creatures
with your Channel Divinity. Each Oath of Conquest (XG):
creature of your choice that can
hear you within 30 feet of you • Tenets of Conquest:
regains hit points equal to 1d6 o Douse the Flame of Hope
+your charisma modifier (minimum o Rule with an Iron Fist
of if it has no more than half of its o Strength Above All
hit points.
• Spells:
• Level 7 o 3rd – armor of Agathys, command
o Divine Allegiance: When a creature o 5th – hold person, spiritual weapon
within 5 feet of you takes damage, you o 9th – bestow curse, fear
can use your reaction to magically o 13th – dominate beast, stoneskin
substitute your own health for that of o 17th – cloudkill, dominate person

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• Level 3 • Level 20
o Channel Divinity: You gain the following o Invincible Conqueror: As an action, you
two Channel Divinity options: can magically become an avatar of
▪ Conquering Presence: You can use conquest, gaining the following
your Channel Divinity to exude a benefits for 1 minute. Once you use
terrifying presence. As an action, this feature, you can’t use it again until
you force each creature of your you finish a long rest.
choice that you can see within 30 ▪ You have resistance to all damage.
feet of you to make a Wisdom ▪ When you take the Attack action
saving throw. On a failed save, a on your turn, you can make one
creature becomes frightened of additional attack as part of that
you for 1 minute. The frightened action.
creature can repeat this saving ▪ Your melee weapon attacks score a
throw at the end of each of its critical hit on a roll of 19 or 20 on
turns, ending the effect on itself on the d20.
a success.
▪ Guided Strike: You can use your
Channel Divinity to strike with
supernatural accuracy. When you Oath of the Treachery (UA):
make an attack roll, you can use
your Channel Divinity to gain a +10 • Tenet of Treachery:
bonus to the roll. You make this o Selfishness
choice after you see the roll, but
before the DM says whether the
• Spells:
attack hits or misses. o 3rd – charm person, expeditious retreat
o 5th – invisibility, mirror image
• Level 7 o 9th – gaseous form, haste
o Aura of Conquest: You constantly o 13th – confusion, greater invisibility
emanate a menacing aura while you’re o 17th – dominate person, passwall
not incapacitated. The aura includes
your space, extends 10 feet from you in
• Level 3
every direction, but not through total
o Channel Divinity: You gain the following
cover. If a creature is frightened of you,
two Channel Divinity options:
its speed is reduced to 0 while in the
▪ Conjure Duplicate: As an action,
aura, and that creature takes psychic you create a visual illusion of
damage equal to half your paladin level yourself that lasts for 1 minute, or
if it starts its turn there. until you lose your concentration
(as if you were concentrating on a
• Level 15 spell). The illusion appears in an
o Scornful Rebuke: Whenever a creature unoccupied space of your choice
hits you with an attack, that creature that you can see within 30 feet of
takes psychic damage equal to your you. The illusion looks exactly like
Charisma modifier (minimum of 0) if you; it is silent; it is your size, is
you’re not incapacitated. insubstantial, and doesn’t occupy

81
its space; and it is unaffected by creature of your choice that is also
attacks and damage. As a bonus within 5 feet of the attacker. The
action on your turn, you can move ability fails and is wasted if the
the illusion up to 30 feet to a space attacker is immune to being
you can see, but the illusion must charmed.
remain within 120 feet of you. For
the duration, you can cast spells as • Level 15
though you were in the illusion’s o Blackguard’s Escape: Immediately after
space, but you must use your own you are hit by an attack, you can use
senses. Additionally, when both your reaction to turn invisible and
you and your illusion are within 5 teleport up to 60 feet to a spot you can
feet of a creature that can see the see. You remain invisible until the end
illusion, you have advantage on of your next turn or until you attack,
attack rolls against that creature, deal damage, or force a creature to
given how uncanny the illusion is. make a saving throw. Once you use this
▪ Poison Strike: As a bonus action, feature, you must finish a short or long
you touch one weapon or piece of rest before you can use it again.
ammunition and conjure a special
poison on it. The poison lasts for 1 • Level 20
minute. The next time you hit a o Icon of Deceit: Using your action, you
target with an attack using that can gain the following benefits for one
weapon or ammunition, the target minute; and once you use this feature,
takes poison damage immediately you can’t use it again until you finish a
after the attack. The poison long rest.
damage equals 2d10 + your ▪ You are invisible.
paladin level, or 20 + your paladin ▪ If a creature damages you on its
level if you had advantage on the turn, it must succeed on a Wisdom
attack roll. saving throw (DC equal to your
spell save DC) or you control its
• Level 7 next action, provided that you
o Aura of Treachery: You can use this aren’t incapacitated when it takes
ability three times. You regain the action. A creature
expended uses of this feature when automatically succeeds on the save
you finish a rest. You emanate an aura if the creature is immune to being
of discord, which gives you the charmed.
following benefits: ▪ If you have advantage on an attack
▪ Cull the Herd: You have advantage roll, you gain a bonus to its
on melee attack rolls against any damage roll equal to your paladin
creature that has one or more of level.
its allies within 5 feet of it.
▪ Treacherous Strike: If a creature
within 5 feet of you misses you
with a melee attack, you can use
your reaction to force the attacker
to reroll that attack against a

82
Oath of the Redemption (XG): accompany the damage, and this
damage can’t be reduced in any way.
• Tenets of Redemption:
o Peace • Level 15
o Innocence o Protective Spirit: You regain hit points
o Patience equal to 1d6 + half your paladin level if
o Wisdom you end your turn in combat with
fewer than half of your hit points
• Spells: remaining and you aren’t incapac-
o3rd – sanctuary, sleep itated.
o5th – hold person, calm emotions
o9th – counterspell, hypnotic pattern • Level 20
o13th – Otiluke’s resilient sphere, o Emissary of Redemption: You become
stoneskin an avatar of peace, which gives you
o 17th – hold monster, wall of force two benefits:
▪ You have resistance to all damage
• Level 3 dealt by other creatures (their
o Channel Divinity: You gain the following attacks, spells, and other effects).
two Channel Divinity options: ▪ Whenever a creature damages
▪ Emissary of Peace: As a bonus you, it takes damage equal to half
action, you grant yourself a +5 the amount it dealt to you.
bonus to the next Persuasion check ▪ If you attack a creature, deal
you make within the next 10 damage to it, or force it to make a
minutes. saving throw, neither benefit
▪ Rebuke the Violent: Immediately works against that creature until
after an attacker within 30 feet of you finish a long rest.
you deals damage with an attack
against a creature other than you,
you can use your reaction to force
that attacker to make a Wisdom
saving throw. On a failed save, the
attacker takes radiant damage
equal to the damage it just dealt.
On a successful save, it takes half
as much damage.

• Level 7
o Aura of the Guardian: When a creature
within 10 feet of you takes damage,
you can use your reaction to magically
take that damage, instead of that
creature taking it. This feature doesn’t
transfer any other effects that might

83
Ranger (PHB/UA Update):
• Hit Points
o Hit Dice: 1d10 per ranger level
o Hit Points at 1st level: 10 + Con
Modifier
o Hit Points at Higher Levels: 1d10 + Con
Modifier per ranger level after 1st
• Proficiencies
o Armor: Light and medium armor, shields
o Weapons: Simple weapons, martial
weapons
o Tools: None
o Saving Throws: Strength, Dexterity
o Skills: Choose two from Animal
Handling, Athletics, Insight,
Investigation, Nature, Perception,
Stealth, and Survival
• Equipment:
o scale mail or (B) leather armor
o two shortswords or (B) two simple
melee weapons
o a dungeoneer’s pack or (B) explorer’s
pack
o A longbow and a quiver of 20 arrows

• Level 1
o +2 Proficiency Bonus
o Favored Enemy: Choose a type of
favored enemy: beasts, fey, human-
oids, monstrosities, or undead. You
gain a +2 bonus to damage rolls with
weapon attacks against creatures of
the chosen type. Additionally, you have
advantage on Survival checks to track
your favored enemies, as well as on
Intelligence checks to recall infor-
mation about them. When you gain this
feature, you also learn one language of

84
your choice, typically one spoken by ▪ Close-Quarters Shooter: When
your favored enemy or creatures making a ranged attack while you
associated with it. However, you are are within 5 feet of a hostile
free to pick any language you wish to creature, you do not have
learn. disadvantage on the attack roll.
o Natural Explorer: This grants you the Your ranged attacks ignore half
following benefits: cover and three-quarters cover
▪ You ignore difficult terrain. against targets within 30 feet of
▪ You have advantage on initiative you. Finally, you have a +1 bonus
rolls. to attack rolls on ranged attacks.
▪ On your first turn during combat, ▪ Defense: While you’re wearing
you have advantage on attack rolls armor, you gain a +1 bonus to AC.
against creatures that have not yet ▪ Dueling: When you are wielding a
acted. melee weapon in one hand and no
o In addition, you are skilled at navigating other weapons, you gain a +2
the wilderness. You gain the following bonus to damage rolls with that
benefits when traveling for an hour or weapon.
more: ▪ Mariner: As long as you are not
▪ Difficult terrain doesn’t slow your wearing heavy armor or using a
group’s travel. shield, you have a swimming speed
▪ Your group can’t become lost and a climbing speed equal to your
except by magical means. normal speed, and you gain a +1
▪ Even when you are engaged in bonus to AC.
another activity while traveling ▪ Tunnel Fighter: As a bonus action,
(such as foraging, navigating, or you can enter a defensive stance
tracking), you remain alert to that lasts until the start of your
danger. next turn. While in your defensive
▪ If you are traveling alone, you can stance, you can make opportunity
move stealthily at a normal pace. attacks without using your
▪ When you forage, you find twice as reaction, and you can use your
much food as you normally would. reaction to make a melee attack
▪ While tracking other creatures, you against a creature that moves
also learn their exact number, their more than 5 feet while within your
sizes, and how long ago they reach.
passed through the area. ▪ Two-Weapon Fighting: When you
engage in two-weapon fighting,
• Level 2 you can add your ability modifier
o You gain two level 1 spell slots. to the damage of the second
o You learn two spells. attack.
o Fighting Style: You adopt a particular o Spellcasting: You have learned to use
style of fighting as your specialty: the magical essence of nature to cast
▪ Archery: You gain a +2 bonus to spells, much as a druid does.
attack rolls you make with ranged ▪ Spell Save DC: 8 + your proficiency
weapons. bonus + your Wisdom modifier

85
▪ Spell Attack Modifier: your • Level 5
proficiency bonus + your Wisdom oSubclass Feature
modifier. o+3 Proficiency Bonus
oYou gain one level 1 spell slot and two
• Level 3 level 2 spell slots.
o You gain one level 1 spell slot. o You learn one spell, you can also replace
o You learn one spell. You can also replace one spell you know with one spell you
one spell you know with one spell you can learn.
can learn.
o Ranger Conclave (Choose a Subclass) • Level 6
o Primeval Awareness: You have an o Greater Favored Enemy: Choose a type
innate ability to communicate with of greater favored enemy: aberrations,
beasts, and they recognize you as a celestials, constructs, dragons,
kindred spirit. Through sounds and elementals, fiends, or giants. You gain
gestures, you can communicate simple all the benefits against this chosen
ideas to a beast as an action, and can enemy that you normally gain against
read its basic mood and intent. You your favored enemy, including an
learn its emotional state, whether it is additional language. Your bonus to
affected by magic of any sort, its short- damage rolls against all your favored
term needs (such as food or safety), enemies increases to +4. Additionally,
and actions you can take (if any) to you have advantage on saving throws
persuade it to not attack. You cannot against the spells and abilities used by a
use this ability against a creature that greater favored enemy.
you have attacked within the past 10
minutes. Additionally, you can attune • Level 7
your senses to determine if any of your o Subclass Feature
favored enemies lurk nearby. By o You gain one level 2 spell slot.
spending 1 uninterrupted minute in o You learn one spell, you can also replace
concentration (as if you were concen- one spell you know with one spell you
trating on a spell), you can sense can learn.
whether any of your favored enemies
are present within 5 miles of you. This • Level 8
feature reveals which of your favored o Ability Score Improvement or Choice of
enemies are present, their numbers, Feat
and the creatures’ general direction o Fleet of Foot: You can use the Dash
and distance (in miles) from you. If action as a bonus action on your turn.
there are multiple groups of your
favored enemies within range, you • Level 9
learn this information for each group. o +4 Proficiency Bonus
o You gain two level 3 spell slots.
• Level 4 o You learn one spell. You can also replace
o Ability Score Improvement or Choice of one spell you know with one spell you
Feat can learn.

86
• Level 10 o You learn one spell, you can also replace
o Hide in Plain Sight: When you attempt one spell you know with one spell you
to hide on your turn, you can opt to not can learn.
move on that turn. If you avoid moving,
creatures that attempt to detect you • Level 16
take a −10 penalty to their Perception o Ability Score Improvement or Choice of
checks until the start of your next turn. Feat
You lose this benefit if you move or fall
prone, either voluntarily or because of • Level 17
some external effect. You are still o +6 Proficiency Bonus
automatically detected if any effect or o You gain one level 4 spell slot and one
action causes you to no longer be level 5 spell slot.
hidden. If you are still hidden on your o You learn one spell, you can also replace
next turn, you can continue to remain one spell you know with one spell you
motionless and gain this benefit until can learn.
you are detected.
• Level 18
• Level 11 o Feral Senses: When you attack a
o Subclass Feature creature you can’t see, your inability to
o You gain one level 3 spell slot. see it doesn’t impose disadvantage on
o You learn one spell, you can also replace your attack rolls against it. You are also
one spell you know with one spell you aware of the location of any invisible
can learn. creature within 30 feet of you,
provided that the creature isn’t hidden
• Level 12 from you and you aren’t blinded or
o Ability Score Improvement or Choice of deafened.
Feat
• Level 19
• Level 13 o You gain one level 5 spell slot.
o +5 Proficiency Bonus o You learn one spell, you can also replace
o You gain one level 4 spell slot. one spell you know with one spell you
o You learn one spell, you can also replace can learn.
one spell you know with one spell you o Ability Score Improvement or Choice of
can learn. Feat

• Level 14 • Level 20
o Vanish: You can use the Hide action as a o Foe Slayer: Once on each of your turns,
bonus action on your turn. Also, you you can add your Wisdom modifier to
can’t be tracked by nonmagical means, the attack or the damage roll of an
unless you choose to leave a trail. attack you make. You can choose to
use this feature before or after the roll,
• Level 15 but before any effects of the roll are
o Subclass Feature applied.
o You gain one level 4 spell slot.

87
Ranger (No Spells) (UA):
• Hit Points
o Hit Dice: 1d10 per ranger level
o Hit Points at 1st level: 10 + Con
Modifier
o Hit Points at Higher Levels: 1d10 + Con
Modifier per ranger level after 1st
• Proficiencies
o Armor: Light and medium armor, shields
o Weapons: Simple weapons, martial
weapons
o Tools: None
o Saving Throws: Strength, Dexterity
o Skills: Choose two from Animal
Handling, Athletics, Insight,
Investigation, Nature, Perception,
Stealth, and Survival
• Equipment:
o scale mail or (B) leather armor
o two shortswords or (B) two simple
melee weapons
o a dungeoneer’s pack or (B) explorer’s
pack
o A longbow and a quiver of 20 arrows

• Level 1
o +2 Proficiency Bonus
o Favored Enemy: Choose a type of
favored enemy: beasts, fey,
humanoids, monstrosities, or undead.
You gain a +2 bonus to damage rolls
with weapon attacks against creatures
of the chosen type. Additionally, you
have advantage on Survival checks to
track your favored enemies, as well as
on Intelligence checks to recall
information about them. When you
gain this feature, you also learn one

88
language of your choice, typically one ▪ Close-Quarters Shooter: When
spoken by your favored enemy or making a ranged attack while you
creatures associated with it. However, are within 5 feet of a hostile
you are free to pick any language you creature, you do not have
wish to learn. disadvantage on the attack roll.
o Natural Explorer: This grants you the Your ranged attacks ignore half
following benefits: cover and three-quarters cover
▪ You ignore difficult terrain. against targets within 30 feet of
▪ You have advantage on initiative you. Finally, you have a +1 bonus
rolls. to attack rolls on ranged attacks.
▪ On your first turn during combat, ▪ Defense: While you’re wearing
you have advantage on attack rolls armor, you gain a +1 bonus to AC.
against creatures that have not yet ▪ Dueling: When you are wielding a
acted. melee weapon in one hand and no
▪ In addition, you are skilled at other weapons, you gain a +2
navigating the wilderness. You gain bonus to damage rolls with that
the following benefits when weapon.
traveling for an hour or more: ▪ Mariner: As long as you are not
❖ Difficult terrain doesn’t slow wearing heavy armor or using a
your group’s travel. shield, you have a swimming speed
❖ Your group can’t become lost and a climbing speed equal to your
except by magical means. normal speed, and you gain a +1
❖ Even when you are engaged in bonus to AC.
another activity while ▪ Tunnel Fighter: As a bonus action,
traveling (such as foraging, you can enter a defensive stance
navigating, or tracking), you that lasts until the start of your
remain alert to danger. next turn. While in your defensive
❖ If you are traveling alone, you stance, you can make opportunity
can move stealthily at a attacks without using your
normal pace. reaction, and you can use your
❖ When you forage, you find reaction to make a melee attack
twice as much food as you against a creature that moves
normally would. more than 5 feet while within your
❖ While tracking other reach.
creatures, you also learn their ▪ Two-Weapon Fighting: When you
exact number, their sizes, and engage in two-weapon fighting,
how long ago they passed you can add your ability modifier
through the area. to the damage of the second
attack.
• Level 2 o Combat Superiority: You learn
o Fighting Style: You adopt a particular maneuvers that are fueled by special
style of fighting as your specialty: dice called superiority dice.
▪ Archery: You gain a +2 bonus to o Superiority Dice: You have four
attack rolls you make with ranged superiority dice, which are d8s. A
weapons. superiority die is expended when you

89
use it. You regain all of your expended ▪ Evasive Footwork: When you
superiority dice when you finish a rest. move, you can expend one
o Saving Throws: Maneuver save DC = 8 + superiority die, rolling the die and
your proficiency bonus + your Strength adding the number rolled to your
or Dexterity modifier (your choice) AC until your next turn.
o Maneuvers: You learn two maneuvers ▪ Feinting attack: You can expend
of your choice. You can only use one one superiority die and use a
maneuver per attack: bonus action on your turn to feint,
▪ Commander’s Strike: When you choosing one creature within 5
take the Attack action on your feet of you as your target. Until
turn, you can forgo one of your your next turn, you have
attacks and use a bonus action to advantage on your next attack roll
direct one of your companions to against that creature. If that attack
strike. When you do so, choose a hits, add the superiority die to the
friendly creature who can see or attack's damage roll.
hear you and expend one ▪ Goading Attack: When you hit a
superiority die. That creature can creature with a weapon attack, you
immediately use its reaction to can expend one superiority die to
make one weapon attack, adding attempt to goad the target into
the superiority die to the attack's attacking you. You add the
damage roll. superiority die to the attack's
▪ Disarming Attack: When you hit a damage roll, and the target must
creature with a weapon attack, you make a Wisdom saving throw. On a
can expend one superiority die to failed save, the target has
attempt to disarm the target, disadvantage on all attack roils
forcing it to drop one item of your against targets other than you until
choice that it's holding. You add the end of your next turn.
the superiority die to the attack's ▪ Lunging Attack: When you make a
damage roll, and the target must melee weapon attack on your turn,
make a Strength saving throw. On you can expend one superiority die
a failed save, it drops the object to increase your reach for that
you choose. The object lands at its attack by 5 feet. If you hit, you add
feet. the superiority die to the attack's
▪ Distracting Strike: When you hit a damage roll.
creature with a weapon attack, you ▪ Maneuvering Attack: When you
can expend one superiority die to hit a creature with a weapon
distract the creature, giving your attack, you can expend one
allies an opening. You add the superiority die to maneuver one of
superiority die to the attack's your comrades into a more
damage roll. The next attack roll advantageous position. You add
against the target by an attacker the superiority die to the attack's
other than you has advantage if damage roll, and you choose a
the attack is made before the start friendly creature that can see or
of your next turn. hear you. That creature can use is
reaction to move up to half of its

90
speed without provoking oppor- points equal to the superiority die
tunity attacks from the target of roll + your Charisma modifier.
your attack. ▪ Riposte: When a creature misses
▪ Menacing Attack: When you hit a you with a melee attack, you can
creature with a weapon attack, you use your reaction and expend one
can expend one superiority die to superiority die to make a melee
attempt to frighten the target. You weapon attack against the
add the superiority die to the creature. If you hit, you add the
attack's damage roll, and the superiority die to the attack's
target must make a Wisdom saving damage roll.
throw. On a failed save, it is ▪ Sweeping Attack: When you hit a
frightened of you until the end of creature with a melee weapon
your next turn. attack, you can expend one
▪ Parry: When another creature superiority die to attempt to
damages you with a melee attack, damage another creature with the
you can use your reaction and same attack. Choose another
expend one superiority die to creature within 5 feet of the
reduce the damage by the number original target and within your
you roll on your superiority die + reach. If the original attack roll
your Dexterity modifier. would hit the second creature, it
▪ Precision Attack: When you make takes damage equal to the number
a weapon attack roll against a you roll on your superiority die.
creature, you can expend one The damage is of the same type
superiority die to add it to the dealt by the original attack.
attack roll. You can use this ▪ Trip Attack: When you hit a
maneuver before or after making creature with a weapon attack, you
the attack roll, but before the DM can expend one superiority die to
tells you if the attack misses or not. attempt to knock the target down.
▪ Pushing Attack: When you hit a You add the superiority die to the
creature with a weapon attack, you attack's damage roll, and if the
can expend one superiority die to target is Large or smaller, it must
attempt to drive the target back. make a Strength saving throw. On
You add the superiority die to the a failed save, you knock the target
attack's damage roll, and if the prone.
target is Large or smaller, it must
make a Strength saving throw. On • Level 3
a failed save, you push the target o Ranger Conclave (Choose a Subclass)
up to 15 feet away from you. o Poultices: You can spend 1 hour
▪ Rally: On your turn, you can use a gathering herbs and preparing herbal
bonus action and expend one poultices using treated bandages to
superiority die to bolster the create a number of such poultices
resolve of one of your companions. equal to your Wisdom modifier. You
When you do so, choose a friendly can carry a number of poultices at one
creature that can see or hear you. time equal to your Wisdom modifier.
That creature gains temporary hit The poultices you create cannot be

91
applied by anyone but you. After 24 • Level 5
hours, any poultices that you have not o Subclass Feature
used lose their potency. If you spend 1 o +3 Proficiency Bonus
minute applying one of your poultices o Maneuvers: You learn one additional
to a wounded humanoid creature, maneuvers.
thereby expending its use, that
creature regains 1d6 hit points for • Level 6
every two ranger levels you have o Greater Favored Enemy: Choose a type
(rounded up) of greater favored enemy: aberrations,
o Primeval Awareness: You have an celestials, constructs, dragons,
innate ability to communicate with elementals, fiends, or giants. You gain
beasts, and they recognize you as a all the benefits against this chosen
kindred spirit. Through sounds and enemy that you normally gain against
gestures, you can communicate simple your favored enemy, including an
ideas to a beast as an action, and can additional language. Your bonus to
read its basic mood and intent. You damage rolls against all your favored
learn its emotional state, whether it is enemies increases to +4. Additionally,
affected by magic of any sort, its short- you have advantage on saving throws
term needs (such as food or safety), against the spells and abilities used by a
and actions you can take (if any) to greater favored enemy.
persuade it to not attack. You cannot
use this ability against a creature that • Level 7
you have attacked within the past 10 o Subclass Feature
minutes. Additionally, you can attune
your senses to determine if any of your • Level 8
favored enemies lurk nearby. By o Ability Score Improvement or Choice of
spending 1 uninterrupted minute in Feat
concentration (as if you were o Fleet of Foot: You can use the Dash
concentrating on a spell), you can sense action as a bonus action on your turn.
whether any of your favored enemies
are present within 5 miles of you. This • Level 9
feature reveals which of your favored o +4 Proficiency Bonus
enemies are present, their numbers, o Maneuvers: You learn one additional
and the creatures’ general direction maneuvers.
and distance (in miles) from you. If o Superiority Dice: You gain another
there are multiple groups of your superiority die.
favored enemies within range, you o Natural Antivenom: You have
learn this information for each group. advantage on saving throws against
poison and have resistance to poison
• Level 4 damage. Additionally, you can use one
o Ability Score Improvement or Choice of of your poultices to cure one poison
Feat effect on the creature you are applying
it to, in addition to restoring hit points.

92
• Level 10 call. The DM chooses beasts appro-
o Hide in Plain Sight: When you attempt priate to the terrain to come to your
to hide on your turn, you can opt to not aid from among those that could hear
move on that turn. If you avoid moving, you and that are within 1 mile of you,
creatures that attempt to detect you in one of the following groups:
take a −10 penalty to their Perception ▪ One beast of CR 2 or lower
checks until the start of your next turn. ▪ Two beasts of CR 1 or lower
You lose this benefit if you move or fall ▪ Four beasts of CR ½ or lower
prone, either voluntarily or because of ▪ Eight beasts of CR ¼ or lower
some external effect. You are still
automatically detected if any effect or • Level 14
action causes you to no longer be o Vanish: You can use the Hide action as a
hidden. If you are still hidden on your bonus action on your turn. Also, you
next turn, you can continue to remain can’t be tracked by nonmagical means,
motionless and gain this benefit until unless you choose to leave a trail.
you are detected.
• Level 15
• Level 11 o Subclass Feature
o Subclass Feature o Beastly Coordination: If your beast
companion can hear you, you can call
• Level 12 out a warning and it can use its
o Ability Score Improvement or Choice of reaction to halve the attack’s damage
Feat against it.

• Level 13 • Level 16
o +5 Proficiency Bonus o Ability Score Improvement or Choice of
o Maneuvers: You learn one additional Feat
maneuvers.
o Call Natural Allies: When you are in an • Level 17
area of your favored terrain, you can o +6 Proficiency Bonus
call natural creatures from that terrain o Maneuvers: You learn one additional
to fight on your behalf. These beasts maneuvers.
approach you from their current o Superiority Dice: You gain another
location, and will fight alongside you, superiority die.
attacking any creatures that are hostile o Relentless: When you roll initiative and
to you. They are friendly to you and have no superiority dice remaining, you
your comrades, and you roll initiative regain 1 superiority die.
for the called creatures as a group,
which takes its own turns. The DM has • Level 18
the creatures’ statistics. After 1 hour, o Feral Senses: When you attack a
these beasts return to their previous creature you can’t see, your inability to
location. Once you use this feature, you see it doesn’t impose disadvantage on
cannot use it again in the same general your attack rolls against it. You are also
area for 24 hours, since the same aware of the location of any invisible
animals will not repeatedly heed your creature within 30 feet of you,

93
provided that the creature isn’t hidden bond you share allows you to return it
from you and you aren’t blinded or to life. With 8 hours of work and the
deafened. expenditure of 25 gp worth of rare
herbs and fine food, you call forth your
• Level 19 companion’s spirit and use your magic
o Ability Score Improvement or Choice of to create a new body for it. You can
Feat return an animal companion to life in
this manner even if you do not possess
• Level 20 any part of its body. If you use this
o Foe Slayer: Once on each of your turns, ability to return a former animal
you can add your Wisdom modifier to companion to life while you have a
the attack or the damage roll of an current animal companion, your
attack you make. You can choose to current companion leaves you and is
use this feature before or after the roll, replaced by the restored companion.
but before any effects of the roll are o Companion’s Bond: The animal
applied. companion loses its Multiattack action,
if it has one. The companion obeys your
commands as best it can. It rolls for
initiative like any other creature, but
you determine its actions, decisions,
Subclasses: attitudes, and so on. If you are
incapacitated or absent, your
Beast Master (PHB/UA Update): companion acts on its own. When using
your Natural Explorer feature, you and
your animal companion can both move
• Level 3
stealthily at a normal pace. Your animal
o Animal Companion: With 8 hours of
companion has abilities and game
work and the expenditure of 50GP
statistics determined in part by your
worth of rare herbs and fine food, you
level. Your companion uses your
call forth an animal from the wilderness
proficiency bonus rather than its own.
to serve as your faithful companion.
In addition to the areas where it
You normally select you companion
normally uses its proficiency bonus, an
from among the following animals: an
animal companion also adds its
ape, a black bear, a boar, a giant
proficiency bonus to its AC and to its
badger, a giant weasel, a mule, a
damage rolls. Your animal companion
panther, or a wolf. However, your DM
gains proficiency in two skills of your
might pick one of these animals for
choice. It also becomes proficient with
you, based on the surrounding terrain
all saving throws. For each level you
and on what types of creatures would
gain after 3rd, your animal companion
logically be present in the area. At the
gains an additional hit die and increases
end of the 8 hours, your animal
its hit points accordingly. Whenever
companion appears and gains all the
you gain the Ability Score Improvement
benefits of your Companion’s Bond
class feature, your companion’s
ability. You can have only one animal
abilities also improve. Your companion
companion at a time. If your animal
can increase one ability score of your
companion is ever slain, the magical

94
choice by 2, or it can increase two
ability scores of your choice by 1. As • Level 5
normal, your companion can’t increase o Coordinated Attack: When you use the
an ability score above 20 using this Attack action on your turn, if your
feature unless its description specifies companion can see you, it can use its
otherwise. Your companion shares your reaction to make a melee attack.
alignment, and has a personality trait
and a flaw that you can roll for or select • Level 7
from the tables below. Your companion o Beast’s Defense: While your companion
shares your ideal, and its bond is can see you, it has advantage on all
always, “The ranger who travels with saving throws.
me is a beloved companion for whom I
would gladly give my life.” Your animal • Level 11
companion gains the benefits of your o Storm of Claws and Fangs: Your
Favored Enemy feature, and of your companyion can use its action to make
Greater Favored Enemy feature when a melee attack against each creature of
you gain that feature at 6th level. It its choice within 5 feet of it, with a
uses the favored enemies you selected separate attack roll for each target.
for those features.
o Trait – d6 • Level 15
▪ 1: I’m dauntless in the face of o Superior Beast’s Defense: Whenever an
adversity. attacker that your companion can see
▪ 2: Threaten my friends, threaten hits it with an attack, it can use its
me. reaction to halve the damage against it.
▪ 3: I stay on alert so others can rest.
▪ 4: People see an animal and
underestimate me. I use that to my
advantage.
Hunter (PHB/UA Update):
▪ 5: I have a knack for showing up in
the nick of time.
• Level 3
▪ 6: I put my friends’ needs before
o Hunter’s Prey: You gain one of the
my own in all things.
following features of your choice:
o Flaw – d6
▪ Colossus Slayer: When you hit a
▪ 1: If there’s food left unattended,
creature with a weapon attack, the
I’ll eat it.
creature takes an extra 1d8
▪ 2: I growl at strangers, and all
damage if it’s below its hit point
people except my ranger are
maximum. You can deal this extra
strangers to me.
damage only once per turn.
▪ 3: Any time is a good time for a
▪ Giant Killer: When a Large or
belly rub.
larger creature within 5 feet of you
▪ 4: I’m deathly afraid of water.
hits or misses you with an attack,
▪ 5: My idea of hello is a flurry of
you can use your reaction to attack
licks to the face.
that creature immediately after its
▪ 6: I jump on creatures to tell them
attack, provided that you can see
how much I love them.
the creature.

95
▪ Horde Breaker: Once on each of against any number of creatures
your turns when you make a within 5 feet of you, with a
weapon attack, you can make separate attack roll for each target.
another attack with the same
weapon against a different • Level 15
creature that is within 5 feet of the o Superior Hunter’s Defense: You gain
original target and within range of one of the following features of your
your weapon. choice:
▪ Evasion: When you are subjected
• Level 5 to an effect, such as a red dragon’s
o Extra Attack: You can attack twice, fiery breath or a lightning bolt spell
instead of once, whenever you take the that allows you to make a
Attack action on your turn. Dexterity saving throw to take only
half damage, you instead take no
• Level 7 damage if you succeed on a saving
o Defensive Tactics: You gain one of the throw, and only half damage if you
following features of your choice: fail.
▪ Escape the Horde: If there are ▪ Stand Against the Tide: When a
more than 4 enemy creatures hostile creature misses you with a
within 10ft. of you, all attacks melee attack, you can use your
made against you have dis- reaction to force that creature to
advantage. repeat the same attack against
▪ Multiattack Defense: When a another creature (other than itself)
creature hits you with an attack, of your choice.
you gain a +4 bonus to AC against ▪ Uncanny Dodge: When an attacker
all subsequent attacks made by that you can see hits you with an
that creature for the rest of the attack, you can use your reaction
turn. to halve the attack’s damage
▪ Steel Will: You have advantage on against you.
saving throws against being
frightened.

• Level 11 Gloom Stalker (XG):


o Multiattack: You gain one of the
following features of your choice: • Level 3
▪ Volley: You can use your action to o Dread Ambusher: On your first turn of
make a ranged attack against any combat, your speed increases by 10
number of creatures within 10 feet feet, which lasts until the end of that
of a point you can see within your turn. If you use the Attack action on
weapon’s range. You must have that turn, you can make one additional
ammunition for each target, as weapon attack as part of that action. If
normal, and you make a separate that attack hits, the target takes an
attack roll for each target. extra 1d8 damage of the weapon’s
▪ Whirlwind Attack: You can use damage type.
your action to make melee attacks

96
o Umbral Sight: You gain darkvision out to • Level 17
a range of 60 feet. If you already have o Gloom Stalker Magic: You learn the
darkvision, you increase its range by 30 seeming spell.
feet. While in darkness, you are
invisible to any creature that relies on
darkvision to see you in that darkness.
o Gloom Stalker Magic: You learn the Horizon Walker (XG):
disguise self spell.
• Level 3
• Level 5 o Planar Warrior: As a bonus action,
o Gloom Stalker Magic: You learn the choose one creature you can see within
rope trick spell. 30 feet of you. The next time you hit
that creature on this turn with a
• Level 7 weapon attack, all damage dealt by the
o Iron Mind: You gain proficiency in attack becomes force damage, and the
Wisdom saving throws. If you already creature takes an extra 1d8 force
have this proficiency, you instead gain damage from the attack.
proficiency in Intelligence or Charisma o Detect Portal: As an action, you detect
saving throws (your choice). the distance and direction to any planar
portals within 1 mile of you. Once you
• Level 9 use this feature, you can’t use it again
o Gloom Stalker Magic: You learn the fear until you finish a short or long rest. See
spell. the “Planar Travel” section in chapter 2
of the Dungeon Master’s Guide for
• Level 11 examples of planar portals.
o Stalker’s Flurry: Once on each of your o Planar Magic: You learn the protection
turns when you miss with an attack, from evil and good spell.
you can make another attack as part of
the same action. • Level 5
o Planar Magic: You learn the misty step
• Level 13 spell.
o Gloom Stalker Magic: You learn the
greater invisibility spell. • Level 7
o Ethereal Step: As a bonus action, you
• Level 15 can cast the etherealness spell with this
o Shadowy Dodge: Whenever a creature feature, without expending a spell slot,
makes an attack roll against you and but the spell ends at the end of the
doesn’t have advantage, you can use current turn. Once you use this feature,
your reaction to impose disadvantage you can’t use it again until you finish a
on the creature’s attack roll against rest.
you. You can use this feature before or
after the attack roll is made, but it must • Level 9
be used before you know the outcome o Planar Magic: You learn the haste spell.
of the roll.

97
• Level 11 ▪ Any speed you have becomes 5
o Distant Strike: When you take the feet, unless the speed was lower.
Attack action, you can teleport up to 10 ▪ Your reach increases by 5 feet.
feet before each attack to an ▪ You gain a number of temporary
unoccupied space you can see. If you hit points at the start of each of
attack at least two different creatures your turns. The number equals half
with the action, you can make one your ranger level. When the form
additional attack with it against a third ends, you lose any temporary hit
creature. points you have from it.
o Improved Planar Warrior: The extra o Piercing Thorns: Once during each of
force damage is now 2d8. your turns, you can deal an additional
1d6 piercing damage to one creature
• Level 13 you hit with a weapon attack.
o Planar Magic: You learn the banishment o Guardian Magic: You learn the entangle
spell. spell.

• Level 15 • Level 5
o Spectral Defense: When you take o Extra Attack: You can attack twice,
damage from an attack, you can use instead of once, whenever you take the
your reaction to give yourself Attack action on your turn.
resistance to all of that attack’s damage o Guardian Magic: You learn the enhance
on this turn. ability spell.

• Level 17 • Level 7
o Planar Magic: You learn the o Ancient Fortitude: Your hit point
teleportation circle spell. maximum and current hit points
increase by 2 per ranger level when you
assume your guardian form. This
increase lasts until you leave the for;
Primeval Guardian (UA): your hit point maximum then returns
to normal, but your current hit points
remain the same, unless they must
• Level 3
decrease to abide by your hit point
o Guardian Soul: You gain the ability to
maximum.
temporarily grow and take on the
appearance of a treelike person,
• Level 9
covered with leaves and bark. As a
o Guardian Magic: You learn the conjure
bonus action, you assume this guardian
animals spell.
form, which lasts until you end it as a
bonus action or until you are
incapacitated. You undergo the • Level 11
following changes while in your o Rooted Defense: While you are in
guardian form: guardian form, the ground within 30
▪ Your size becomes Large, unless feet of you is difficult terrain for your
you were larger. enemies.

98
• Level 13 lasts until you target a different
o Guardian Magic: You learn the giant creature with this feature or until you
insect spell. finish a short or long rest.
o Monster Slayer Magic: You learn the
• Level 15 protection from evil and good spell.
o Guardian Aura: Your guardian form
emanates a magical aura that fortifies • Level 5
your injured allies. When any ally starts o Extra Attack: You can attack twice,
their turn within 30 feet of your instead of once, whenever you take the
guardian form, that ally regains a Attack action on your turn.
number of hit points equal to half your o Monster Slayer Magic: You learn the
ranger level. This aura has no effect on zone of truth spell.
a creature that has half or more of its
hit points, and it has no effect on • Level 7
undead and constructs. o Supernatural Defense: Whenever the
target of your Slayer’s Prey forces you
• Level 17 to make a saving throw or an ability
o Guardian Magic: You learn the insect check to escape that target’s grapple,
plague spell. add 1d6 to your roll.

• Level 9
o Monster Slayer Magic: You learn the
Monster Slayer (XG): magic circle spell.

• Level 3 • Level 11
o Hunter’s Sense: As an action, choose o Magic-User’s Nemesis: When you see a
one creature you can see within 60 feet creature casting a spell or teleporting
of you. You immediately learn the within 60 feet of you, you can use your
whether the creature has any damage reaction to try to magically foil it. The
vulnerabilities, immunities, and creature must succeed on a Wisdom
resistances. If the creature is hidden saving throw against your spell save
from divination magic, you sense that it DC, or its spell or teleport fails and is
has no damage immunities, resistances, wasted. Once you use this feature, you
or vulnerabilities. You can use this can’t use it again until you finish a rest.
feature a number of times equal to
your Wisdom modifier. You regain all • Level 13
expended uses of it when you finish a o Monster Slayer Magic: You learn the
long rest. banishment spell.
o Slayer’s Prey: As a bonus action, you
can designate one creature you can see • Level 15
within 60 feet of you as the target of o Slayer’s Counter: If the target of your
this feature. The first time each turn Slayer’s Prey forces you to make a
you hit the target with a weapon saving throw, you can use your reaction
attack, the target takes an extra 1d6 to make one weapon attack against it.
damage from the weapon. This benefit You make this attack immediately

99
before making the saving throw. If the
attack hits, your save automatically
succeeds, in addition to the attack’s
normal effects.

• Level 17
o Monster Slayer Magic: You learn the
planar binding spell.

100
Rogue (PHB):
• Hit Points
o Hit Dice: 1d8 per rogue level
o Hit Points at 1st level: 8 + Con Modifier
o Hit Points at Higher Levels: 1d8 + Con
Modifier per rogue level after 1st
• Proficiencies
o Armor: Light armor
o Weapons: Simple weapons, hand
crossbows,
o Tools: Thieves’ tools
o Saving Throws: Dexterity, Intelligence
o Skills: Choose four from Acrobatics,
Athletics, Deception, Insight,
Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of
Hand, and Stealth.
• Equipment
o a rapier or (B) a shortsword
o a shortbow and quiver of 20 arrows or
(b) a short sword
o a burglar’s pack, (B) a dungeoneer’s
pack, or (C) an explorer’s pack
o Leather armor, two daggers, and
thieves’ tools

• Level 1
o +2 Proficiency Bonus
o Expertise: Choose two of your skill
proficiencies, or one of your skill
proficiencies and your proficiency with
thieves’ tools. Your proficiency bonus is
doubled for any ability check you make
that uses either of the chosen
proficiencies.
o Sneak Attack: Once per turn, you can
deal an extra 1d6 damage to one
creature you hit with an attack if you
have advantage on the attack roll. The
attack must use a finesse or a ranged

101
weapon. The extra damage increases as • Level 8
you gain levels in this class. o Ability Score Improvement or Choice of
Feat
• Level 2
o Cunning Action: You can take a bonus • Level 9
action on each of your turns in combat. o +4 Proficiency Bonus
This action can be used only to take the o Subclass Feature
Dash, Disengage, or Hide action. o Sneak Attack die becomes 5d6

• Level 3 • Level 10
o Sneak Attack die becomes 2d6 o Ability Score Improvement or Choice of
o Roguish Archetype (Choose a Subclass) Feat

• Level 4 • Level 11
o Ability Score Improvement or Choice of o Sneak Attack die becomes 6d6
Feat o Reliable Talent: Whenever you make an
ability check that lets you add your
• Level 5 proficiency bonus, you can treat a d20
o +3 Proficiency Bonus roll of 9 or lower as a 10.
o Sneak Attack die becomes 3d6
o Uncanny Dodge: When an attacker that • Level 12
you can see hits you with an attack, you o Ability Score Improvement or Choice of
can use your reaction to halve the Feat
attack’s damage against you.
• Level 13
• Level 6 o Subclass Feature
o Improved Expertise: Choose two more o +5 Proficiency Bonus
of your skill proficiencies, or one of o Sneak Attack die becomes 7d6
your skill proficiencies and your
proficiency with thieves’ tools. Your • Level 14
proficiency bonus is doubled for any o Blindsense: If you are able to hear, you
ability check you make that uses either are aware of the location of any hidden
of the chosen proficiencies. You cannot or invisible creature within 10 feet of
choose the same proficiencies that you.
already have this bonus.
• Level 15
• Level 7 o Sneak Attack die becomes 8d6
o Sneak Attack die becomes 4d6 o Slippery Mind: You gain proficiency in
o Evasion: When you are subjected to Wisdom saving throws.
make a Dexterity saving throw to take
only half damage, you instead take no • Level 16
damage if you succeed on the saving o Ability Score Improvement or Choice of
throw, and only half damage if you fail. Feat

102
• Level 17
o Subclass Feature • Level 9
o +6 Proficiency Bonus o Supreme Sneak: You have advantage on
o Sneak Attack die becomes 9d6 a Stealth check if you move no more
than half your speed on the same turn.
• Level 18
o Elusive: No attack roll has advantage • Level 13
against you while you aren’t o Use Magic Device: You ignore all class,
incapacitated. race, and level requirements on the use
of magic items.
• Level 19
o Sneak Attack die becomes 10d6 • Level 17
o Ability Score Improvement or Choice of o Thief’s Reflexes: You can take two turns
Feat during the first round of any combat.
You take your first turn at your normal
• Level 20 initiative and your second turn at your
o Stroke of Luck: If your attack misses a initiative minus 10. You can’t use this
target within range, you can turn the feature when you are surprised.
miss into a hit. Alternatively, if you fail
an ability check, you can treat the d20
roll as a 20. Once you use this feature,
you can’t use it again until you finish a Assassin (PHB):
rest.
• Level 3
o Bonus Proficiencies: You gain
proficiency with the disguise kit and
Subclasses: poisoner’s kit.
o Assassinate: You have advantage on
attack rolls against any creature that
Thief (PHB): hasn’t taken a turn in combat yet. In
addition, any hit you score against a
• Level 3 creature that is surprised is a critical
o Fast Hands: You can use the bonus hit.
action granted by your Cunning Action
to make a Sleight of Hand check, use • Level 9
your thieves’ tools to disarm a trap or o Infiltration Expertise: You must spend
open a lock, or take the Use an Object seven days and 25gp to establish the
action. history, profession, and affiliations for
o Second-Story Work: You now have a an identity. You can’t establish an
climbing speed equal to your current identity that belongs to someone else.
speed. In addition, when you make a For example, you might acquire
running jump, the distance you cover appropriate clothing, letters of
increases by a number of feet equal to introduction, and official-looking
your Dexterity modifier. certification to establish yourself as a

103
member of a trading house from a magic, learning tricks of enchantment
remote city so you can insinuate and illusion.
yourself into the company of other ▪ Spell Save DC = 8 + your profic-
wealthy merchants. Thereafter, if you iency bonus + your Intelligence
adopt the new identity as a disguise, modifier
other creatures believe you to be that ▪ Spell Attack Modifier: your
person until given an obvious reason proficiency bonus + your intelli-
not to. gence modifier
o Mage Hand Legerdemain: When you
• Level 13 cast mage hand you can make the
o Imposter: You gain the ability to spectral hand invisible, and you can
unerringly mimic another person’s perform one of the following tasks
speech, writing, and behavior. You without being noticed by a creature if
must spend at least three hours you succeed on a Sleight of Hand check
studying the person’s behavior, listen- contested by the creature’s Perception
ing to speech, examining handwriting, check. In addition, you can use the
and observing mannerisms. Your ruse is bonus action granted by your Cunning
indiscernible to the casual observer. If a Action to control the hand. With mage
wary creature suspects something is hand you may use one of the following
amiss, you have advantage on any tasks with it:
Deception check you make to avoid o You can stow one object the hand is
detection. holding in a container worn or carried
by another creature.
• Level 17 o You can retrieve an object in a container
o Death Strike: When you attack and hit a worn or carried by another creature.
creature that is surprised, it must make o You can use thieves’ tools to pick locks
a Constitution saving throw (DC 8 + and disarm traps at range.
your Dexterity modifier + your profi-
ciency bonus). On a failed save, double • Level 4
the damage of your attack against the o You learn another level 1 enchantment
creature. or illusion spell from the Wizard spell
list. Additionally, you may replace a
spell you know, with another enchant-
ment or illusion spell from the Wizard
Arcane Trickster (PHB): spell list that you have a spell slot for.

• Level 3 • Level 7
o You learn mage hand and two cantrips o You learn another level 1 or 2 enchant-
from the wizard spell list. ment or illusion spell from the Wizard
o You learn three level 1 enchantment or spell list. Additionally, you may replace
illusion spells from the Wizard spell list. a spell you know, with another
enchantment or illusion spell from the
• You gain two level 1 spell slots
Wizard spell list that you have a spell
o Spellcasting: You enhance your fine-
slot for.
honed skills of stealth and agility with

104
o You gain one more level 1 spell slot and attack rolls against that creature until
two level 2 spell slots the end of the turn.
o You gain two level 3 spell slots.
• Level 8 o You learn another level 1-3 enchant-
o You learn any level 1 or 2 spell from the ment or illusion spell from the Wizard
Wizard spell list. Additionally, you may spell list. Additionally, you may replace
replace a spell you know, with another a spell you know, with another
enchantment or illusion spell from the enchantment or illusion spell from the
Wizard spell list that you have a spell Wizard spell list that you have a spell
slot for. slot for.

• Level 9 • Level 14
o Magical Ambush: If you are hidden from o You learn any level 1-3 spell from the
a creature when you cast a spell on it, Wizard spell list. Additionally, you may
the creature has disadvantage on any replace a spell you know, with another
saving throw it makes against the spell enchantment or illusion spell from the
this turn. Wizard spell list that you have a spell
slot for, unless you’re replacing the
• Level 10 spell learned at level 8.
o You learn one cantrip from the wizard
spell list. • Level 16
o You gain one level 2 spell slot. o You learn another level 1-3 enchant-
o You learn another level 1 or 2 enchant- ment or illusion spell from the Wizard
ment or illusion spell from the Wizard spell list. Additionally, you may replace
spell list. Additionally, you may replace a spell you know, with another
a spell you know, with another enchantment or illusion spell from the
enchantment or illusion spell from the Wizard spell list that you have a spell
Wizard spell list that you have a spell slot for.
slot for. o You gain one level 3 spell slot.

• Level 11 • Level 17
o You learn another level 1 or 2 enchant- o Spell Thief: Immediately after a creature
ment or illusion spell from the Wizard casts a spell that targets you or
spell list. Additionally, you may replace includes you in its area of effect, you
a spell you know, with another can use your reaction to force the
enchantment or illusion spell from the creature to make a saving throw with
Wizard spell list that you have a spell its spellcasting ability modifier. The DC
slot for. equals your spell save DC. On a failed
save, you negate the spell’s effect
• Level 13 against you, and you steal the
o Versatile Trickster: As a bonus action on knowledge of the spell if it is at least
your turn, you can designate a creature 1st level and of a level you can cast (it
within 5 feet of a mage hand that you doesn’t need to be a Wizard spell). For
cast. Doing so gives you advantage on the next 8 hours, you know the spell
and can cast it using your spell slots.

105
The creature can’t cast that spell until 8 you, rather than 5 feet of you, if the
hours have passed. Once you use this target can see or hear you.
feature, you can’t use it again until you
finish a long rest. • Level 9
o Insightful Manipulator: You spend at
• Level 19 least 1 minute observing or interacting
o You learn another level 1-4 with another creature outside combat,
enchantment or illusion spell from the you can learn certain information
Wizard spell list. about its capabilities compared to your
o You gain one level 4 spell slot. own. The DM tells you if the creature is
Additionally, you may replace a spell your equal, superior, or inferior in
you know, with another enchantment regard to two of the following
or illusion spell from the Wizard spell characteristics of your choice (as well
list that you have a spell slot for. as any history or personality traits you
might realize:
• Level 20 ▪ Intelligence Score
o You learn any level 1-4 spell from the ▪ Wisdom Score
Wizard spell list. Additionally, you may ▪ Charisma Score
replace a spell you know, with another ▪ Class Levels (if any)
enchantment or illusion spell from the
Wizard spell list that you have a spell • Level 13
slot for, unless you’re replacing the o Misdirection: When you are targeted by
spell learned at level 8 or 14. an attack while a creature within 5 feet
of you is granting you cover against
that attack, you can use your reaction
to have the attack target become that
Mastermind (SC/XG Updated): creature instead of you.

• Level 3 • Level 17
o Master of Intrigue: You gain proficiency o Soul of Deceit: Your thoughts can’t be
with the disguise kit, the forgery kit, read by telepathy or other means,
and one gaming set of your choice. You unless you allow it. You can present
also learn two languages of your false thought by succeeding on a
choice. Additionally, you can unerringly Deception check contested by the mind
mimic the speech patterns and accent reader’s Insight check. Additionally, no
of a creature that you hear speak for at matter what you say, magic that would
least 1 minute, enabling you to pass determine if you are telling the truth
yourself off as a native speaker of a indicates that you are being truthful, if
particular land, provided that you know you do so choose, and you can’t be
the language. compelled to tell the truth my magic.
o Master of Tactics: You can use the Help
action as a bonus action. Additionally,
when you use the Help action to aid an
ally in attacking a creature, the target
of that attack can be within 30 feet of

106
Swashbuckler (SC/XG Updated): • Level 17
o Master Duelist: If you miss with an
• Level 3 attack roll, you can roll it again with
o Fancy Footwork: During your turn, if advantage. Once you do so, you can’t
you make a melee attack against a use this feature again until you finish a
creature, that creature can’t make rest.
opportunity attacks against you for the
rest of your turn.
o Rakish Audacity: You can add your
Charisma modifier to your initiative Inquisitive (XG):
rolls. In addition, you don’t need
advantage on your attack roll to use • Level 3
your Sneak Attack if no creature other o Ear for Deceit: Whenever you make an
than your target is within 5 feet of you Insight check to sense if a creature is
and you don’t have disadvantage. lying, treat a roll of 7 or lower on the
d20 as 8.
• Level 9 o Eye for Detail: You can use a bonus
o Panache: As an action, you can make a action to make a Perception check to
Persuasion check contested by a spot a hidden creature or object or to
creature's Insight check. The creature make an Investigation check to uncover
must be able to hear you, and the two or decipher clues.
of you must share a language. If you o Insightful Fighting: As a bonus action,
succeed on the check and the creature you can make an Insight check against a
is hostile to you, it has disadvantage on creature you can see that isn’t
attack rolls against targets other than incapacitated, contested by the target’s
you and can't make opportunity attacks Deception check. If you succeed, you
against targets other than you. This can use your Sneak Attack against that
effect lasts for 1 minute, until one of target even if you don’t have advantage
your companions attacks the target or on the attack roll, but not if you have
affects it with a spell, or until you and disadvantage on it. This benefit lasts for
the target are more than 60 feet apart. 1 minute or until you successfully use
If you succeed on the check and the this feature against a different target.
creature isn't hostile to you, it is
charmed by you for 1 minute. While • Level 9
charmed, it regards you as a friendly o Steady Eye: You have advantage on any
acquaintance. This effect ends Perception or Investigation check if you
immediately if you or your companions move no more than half your speed on
do anything harmful to it. the same turn.

• Level 13 • Level 13
o Elegant Maneuver: As a bonus action, o Unerring Eye: As an action, you sense
you can gain advantage on the next the presence of illusions, shape-
Acrobatics or Athletics check you make changers not in their original form, and
during the same turn. other magic designed to deceive the
senses within 30 feet of you, provided

107
you aren’t blinded or deafened. You target have advantage until the start of
sense that an effect is attempting to your next turn.
trick you, but you gain no insight into
what is hidden or into its true nature.
You can use this feature a number of • Level 17
times equal to you Wisdom modifier, o Sudden Strike: If you take the Attack
and you regain all expended uses of it action on your turn, you can make one
when you finish a long rest. additional attack as a bonus action. This
attack can benefit from your Sneak
• Level 17 Attack even if you have already used it
o Eye for Weakness: While your Insightful this turn, but you can’t use your Sneak
Fighting feature applies to a creature, Attack against the same target more
your Sneak Attack damage against that than once in a turn.
creature increases by 3d6.

Scout (XG):
• Level 3
o Skirmisher: You can move up to half
your speed as a reaction when an
enemy ends its turn within 5 feet of
you. This movement doesn’t provoke
opportunity attacks.
o Survivalist: You gain proficiency in the
Nature and Survival skills if you don’t
already have it. Your proficiency bonus
is doubled for any ability check you
make that uses either of those
proficiencies.

• Level 9
o Superior Mobility: Your walking speed
increases by 10 feet. If you have a
climbing or swimming speed, this
increase applies to that speed as well.

• Level 13
o Ambush Master: You have advantage
on initiative rolls. In addition, the first
creature you hit during the first round
of combat becomes easier for you and
others to strike; attack rolls against that

108
Sorcerer (PHB):
• Hit Points
o Hit Dice: 1d6 per sorcerer level
o Hit Points at 1st level: 6 + Con Modifier
o Hit Points at Higher Levels: 1d6 + Con
Modifier per sorcerer level after 1st
• Proficiencies
o Armor: None
o Weapons: Daggers, darts, slings,
quarterstaffs, light crossbows
o Tools: None
o Saving Throws: Constitution, Charisma
o Skills: Choose two from Arcana,
Deception, Insight, Intimidation,
Persuasion, and Religion
• Equipment
o a light crossbow and 20 bolts or (B) any
simple weapon
o a component’s pouch or (B) an arcane
focus
o a dungeoneer’s pack or (B) explorer’s
pack
o Two daggers

• Level 1
o +2 Proficiency Bonus
o Four cantrips
o Two level 1 spell slots
o Spellcasting: An event in your past, or in
the life of a parent or ancestor, left an
indelible mark on you, infusing you
with arcane magic.
o Spell Save DC: 8 + your proficiency
bonus + your Charisma modifier
o Spell Attack Modifier: your proficiency
bonus + your charisma modifier
o Spellcasting Focus: You can use an
arcane focus as a spellcasting focus.
o Sorcerous Origin (Choose a Subclass)

109
• Level 2 number of sorcery points equal to
o You learn one level 1 spell. Additionally, the slot’s level.
you may replace one spell you know
with another spell from the Sorcerer • Level 3
list that you have a spell slot for. o Gain one level 1 spell slot and two level
o Gain one level 1 spell slot 2 spell slots
o Font of Magic: You tap into a deep o You learn one level 1 or 2 spell.
wellspring of magic within yourself. Additionally, you may replace one spell
This wellspring is represented by you know with another spell from the
sorcery points, which allow you to Sorcerer list that you have a spell slot
create a variety of magical effects. for.
▪ Sorcery Points: You have 2 sorcery o Your Sorcery Point Maximum increases
points, and you gain more as you by 1.
reach high Sorcerer levels. You can o Metamagic: You gain the ability to twist
never have more sorcery points your spells to suit your needs. You gain
than you have Sorcerer levels. You two of the following Metamagic
regain all spent sorcery points options of your choice. You gain more
when you finish a long rest. choices at higher levels.
o Flexible Casting: You can use your ▪ Careful Spell: When you cast a
sorcery points to gain additional spell spell that forces other creatures to
slots, or sacrifice spell slots to gain make a saving throw, you can
additional sorcery points. You learn protect some of those creatures
other ways to use your sorcery points from the spell's full force. To do so,
at higher levels. you spend 1 sorcery point and
▪ Creating Spell Slots: You can choose a number of those
expend sorcery points to create creatures up to your Charisma
spell slots. You cannot create spell modifier. A chosen creature
slots that are higher than level 5. automatically succeeds on its
The created Spell Slots vanish at saving throw against the spell.
the end of a long rest. ▪ Distant Spell: When you cast a
• Level 1 Spell Slot: Two sorcery spell that has a range of 5 feet or
points greater, you can spend 1 sorcery
• Level 2 Spell Slot: Three sorcery point to double the range of the
points spell. When you cast a spell that
• Level 3 Spell Slot: Five sorcery has a range of touch, you can
points spend 1 sorcery point to make the
• Level 4 Spell Slot: Six sorcery range of the spell 30 feet.
points ▪ Empowered Spell: When you roll
• Level 5 Spell Slot: Seven sorcery damage for a spell, you can spend
points. 1 sorcery point to reroll a number
▪ Creating Sorcery Points: As a of the damage dice up to your
bonus action on your turn, you can Charisma modifier. You must use
expend one spell slot and gain a the new rolls. You can use
Empowered Spell even if you have

110
already used a different o Your Sorcery Point Maximum increases
Metamagic option during the by 1.
casting of the spell. o Ability Score Improvement or Choice of
▪ Extended Spell: When you cast a Feat
spell that has a duration of 1
minute or longer, you can spend 1 • Level 5
sorcery point to double its o+3 Proficiency Bonus
duration, to a maximum duration oGain two level 3 spell slots
of 24 hours. oYou learn one level 1-3 spell. Addition-
▪ Heightened Spell: When you cast a ally, you may replace one spell you
spell that forces a creature to know with another spell from the
make a saving throw to resist its Sorcerer list that you have a spell slot
effects, you can spend 3 sorcery for.
points to give one target of the o Your Sorcery Point Maximum increases
spell disadvantage on its first by 1.
saving throw made against the
spell. • Level 6
▪ Quickened Spell: When you cast a oSubclass Feature
spell that has a casting time of 1 oGain one level 3 spell slot
action, you can spend 2 sorcery oYou learn one level 1-3 spell. Addition-
points to change the casting time ally, you may replace one spell you
to 1 bonus action for this casting. know with another spell from the
▪ Subtle Spell: When you cast a Sorcerer list that you have a spell slot
spell, you can spend 1 sorcery for.
point to cast it without any somatic o Your Sorcery Point Maximum increases
or verbal components. by 1.
▪ Twinned Spell: When you cast a
spell that can only target one • Level 7
creature and doesn't have a range o Gain one level 4 spell slot
of self, you can spend a number of o You learn one level 1-4 spell. Addition-
sorcery points equal to the spell's ally, you may replace one spell you
level to target a second creature in know with another spell from the
range with the same spell (1 Sorcerer list that you have a spell slot
sorcery point if the spell is a for.
cantrip). o Your Sorcery Point Maximum increases
by 1.
• Level 4
o Gain one cantrip • Level 8
o Gain one level 2 spell slot o Gain one level 4 spell slot
o You learn one level 1 or 2 spell. o You learn one level 1-4 spell. Addition-
Addition-ally, you may replace one ally, you may replace one spell you
spell you know with another spell from know with another spell from the
the Sorcerer list that you have a spell Sorcerer list that you have a spell slot
slot for. for.

111
o Your Sorcery Point Maximum increases o Ability Score Improvement or Choice of
by 1. Feat
o Ability Score Improvement or Choice of
Feat • Level 13
o+5 Proficiency Bonus
• Level 9 oGain one level 7 spell slot
o +4 Proficiency Bonus oYou learn one level 1-7 spell. Addition-
o Gain one level 4 spell slot and one level ally, you may replace one spell you
5 spell slot know with another spell from the
o You learn one level 1-5 spell. Addition- Sorcerer list that you have a spell slot
ally, you may replace one spell you for.
know with another spell from the o Your Sorcery Point Maximum increases
Sorcerer list that you have a spell slot by 1.
for.
o Your Sorcery Point Maximum increases • Level 14
by 1. o Subclass Feature
o Your Sorcery Point Maximum increases
• Level 10 by 1.
oGain one cantrip
oGain one level 5 spell slot • Level 15
oYou learn one level 1-5 spell. Addition- o Gain one level 8 spell slot
ally, you may replace one spell you o You learn one level 1-8 spell. Addition-
know with another spell from the ally, you may replace one spell you
Sorcerer list that you have a spell slot know with another spell from the
for. Sorcerer list that you have a spell slot
o Your Sorcery Point Maximum increases for.
by 1. o Your Sorcery Point Maximum increases
o Metamagic: You gain another by 1.
Metamagic option.
• Level 16
• Level 11 o Your Sorcery Point Maximum increases
o Gain one level 6 spell slot by 1.
o You learn one level 1-6 spell. Addition- o Ability Score Improvement or Choice of
ally, you may replace one spell you Feat
know with another spell from the
Sorcerer list that you have a spell slot • Level 17
for. o +6 Proficiency Bonus
o Your Sorcery Point Maximum increases o Gain one level 9 spell slot
by 1. o You learn one level 1-9 spell. Addition-
ally, you may replace one spell you
• Level 12 know with another spell from the
o Your Sorcery Point Maximum increases Sorcerer list that you have a spell slot
by 1. for.

112
o Your Sorcery Point Maximum increases ▪ Black: Acid
by 1. ▪ Blue: Lightning
o Metamagic: You gain another Metama- ▪ Brass: Fire
gic option. ▪ Bronze: Lightning
▪ Copper: Acid
• Level 18 ▪ Gold: Fire
o Subclass Feature ▪ Green: Poison
o Gain one level 5 spell slot ▪ Red: Fire
o Your Sorcery Point Maximum increases ▪ Silver: Cold
by 1. ▪ White: Cold
o Draconic Resilience: Your hit point
• Level 19 maximum increases by 1 and increases
o Gain one level 6 spell slot by 1 again whenever you gain a level in
o Your Sorcery Point Maximum increases this class. Additionally, parts of your
by 1. skin are covered by a thin sheen of
o Ability Score Improvement or Choice of dragon-like scales. When you aren’t
Feat wearing armor, your AC equals 13 +
your Dexterity modifier.
• Level 20
o Gain one level 7 spell slot • Level 6
o Your Sorcery Point Maximum increases o Elemental Affinity: When you cast a
by 1. spell that deals damage of the type
o Sorcerous Restoration: You regain 4 associated with your draconic ancestry,
expended sorcery points whenever you add your Charisma modifier to one
finish a short rest. damage roll of that spell. At the same
time, you can spend 1 sorcery point to
gain resistance to that damage type for
1 hour.
Subclasses: • Level 14
o Dragon Wings: As a bonus action, you
Draconic Bloodline (PHB): can create dragon wings to sprout from
your back and you gain a flying speed
• Level 1 equal to your current speed. You can’t
o Dragon Ancestor: You can speak, read, manifest your wings while wearing
and write Draconic. Whenever you armor unless the armor is made to
make a Charisma check when accommodate them, and clothing not
interacting with dragons, your made to accommodate your wings
proficiency bonus is doubled if it might be destroyed when you manifest
applies to the check. Additionally, them.
choose one type of dragon as your
ancestor. The damage type associated • Level 18
with each dragon is used by feature o Draconic Presence: As an action, you
you gain later. can spend 5 sorcery points to draw on

113
this power and exude an aura of awe or • Level 14
fear (your choice) to a distance of 60 o Controlled Chaos: Whenever you roll on
feet. For 1 minute or until you lose your the Wild Magic Surge table, you can roll
concentration, each hostile creature twice and use either number.
that starts its turn in this aura must
succeed on a Wisdom saving throw or • Level 18
be charmed (if you chose awe) or o Spell Bombardment: When you roll
frightened (if you chose fear) until the damage for a spell and roll the highest
aura ends. A creature that succeeds on number possible on any of the dice,
this saving throw is immune to your choose one of those dice, roll it again
aura for 24 hours. and add that roll to the damage. You
can use this feature only once per turn.

Wild Magic (PHB):


Storm Sorcery (SC/XG Update):
• Level 1
o Wild Magic Surge: Immediately after • Level 1
you cast a sorcerer spell of 1st level of o Tempestuous Magic: As a bonus action
higher, roll a d20. If you roll a 20, roll a on your turn, you can cause whirling
d100 on the Wild Magic Surge table gusts of elemental air to surround you,
(Pg. 104 of PHB) to create a random immediately before or after you cast a
magical effect. spell of 1st level or higher. Doing so
o Tides of Chaos: You can gain advantage allows you to fly up to 10 feet without
on one attack roll, ability check, or provoking opportunity attacks.
saving throw. Once you do so, you o Wind Speaker: You can speak, read, and
must finish a long rest before you can write Primordial. Knowing this language
use this feature again, unless you make allows you to understand and to be
a roll on the Wild Magic Surge table, understood by those who speak its
then this ability recharges. dialects: Aquan, Auran, Ignan, and
Terran.
• Level 6
o Bend Luck: When another creature you • Level 6
see makes an attack roll, an ability o Heart of the Storm: You gain resistance
check, or a saving throw, you can use to lightning and thunder damage. In
your reaction and spend 2 sorcery addition, whenever you start casting a
points to roll 1d4 and apply the number spell of 1st level or higher that deals
rolled as a bonus or penalty (your lightning or thunder damage, stormy
choice) to the creature’s roll. You can magic erupts from you. This eruption
do so after the creature rolls but before causes creatures of your choice that
any effects of the roll occur. can see you within 10 feet of you take
lightning or thunder damage (your

114
choice each time this ability activates) Shadow Magic (XG):
equal to half your sorcerer level.
o Storm Guide: You gain the ability to • Level 1
subtly control the weather around you. o Quirk – d6
If it is raining, you can use an action to ▪ 1: You are always icy cold to the
cause the rain to stop falling in a 20- touch
foot-radius centered on you. You can ▪ 2: When you are asleep, you don’t
end this effect as a bonus action. If it is appear to breathe, though you
windy, you can use a bonus action each must still breathe to survive.
round to choose the direction that the ▪ 3: You barely bleed, even when
wind blows in a 100-foot radius around badly injured.
you. The wind blows in that direction ▪ 4: Your heart beats once per
until the end of your next turn. This minute. This event sometimes
feature doesn’t alter the speed of the surprises you.
wind. ▪ 5: You have trouble remembering
that living creatures and corpses
• Level 14 should be treated differently.
o Storm’s Fury: When you are hit by a ▪ 6: You blinked. Once. Last Week.
melee attack, you can use your reaction o Eyes of the Dark: You have darkvision
to deal lightning damage to the with a range of 120 feet.
attacker. The damage equals your o Strength of the Grave: Whenever
sorcerer level. The attacker must also damage reduces you to 0 hit points,
make a Strength saving throw against you can make a Charisma saving throw
your sorcerer spell save DC. On a failed (DC 5 + the damage taken). On a
save the attacker is pushed in a straight success, you instead drop to 1 hit point.
line up to 20 feet away from you. You cannot use this feature if you are
reduced to 0 hit points by radiant
• Level 18 damage or by a critical hit. After the
o Wind Soul: You gain immunity to saving throw succeeds, you can’t use
lightning and thunder damage. You also this feature again until you finish a long
gain a flying speed of 60 feet. As an rest.
action, you can reduce your flying
speed to 30 feet for 1 hour and choose • Level 3
creatures within 30 feet of you equal to o Improved Eyes of the Dark: You learn
3 + your Charisma modifier. The chosen the darkness spell, which doesn’t count
creatures gain a flying speed of 30 feet against your number of sorcerer spells
for 1 hour. Once you reduce your flying known. In addition, you can cast it by
speed in this way, you can’t do so again spending 2 sorcery points or be
until you finish a rest. expending a spell slot. If you cast it with
sorcery points, you can see through the
darkness created by the spell.

115
• Level 6 unoccupied space that you can see that
o Hound of Ill Omen: As a bonus action, is also in dim light or darkness.
you can spend 3 sorcery points to
magically summon a hound of ill omen • Level 18
to target one creature you can see o Umbral Form: You can spend 3 sorcery
within 120 feet of you. The hound points to transform yourself into a
appears in an unoccupied space of your shadow form as a bonus action. In this
choice within 30 feet of the target. Roll form, you have resistance to all
initiative for the hound. On its turn, it damage, except force damage, and you
can move only toward its target by the can move through other creatures and
most direct route, and it can use its objects as if they were difficult terrain.
action only to attack its target. The You take 5 force damage if you end
hound makes opportunity attacks, but your turn inside an object. You remain
only against its target. Additionally, in this form for 1 minute.
while the hound is within 5 feet of the
target, the target has disadvantage on
all saving throws against any spell you
cast. The hound disappears if it is Divine Soul (XG):
reduced to 0 hit points, if its target is
reduced to 0 hit points, or after 5 • Level 1
minutes. The hound uses the Dire Wolf o Divine Magic: When your Spellcasting
statistics, but with the following feature lets you learn or replace a
changes: sorcerer cantrip or a sorcerer spell of
▪ The hound size is Medium, not 1st level or higher, you can choose the
Large, and it counts as a new spell from the cleric spell list or
monstrosity, not a beast. the sorcerer spell list. You must
▪ It appears with a number of otherwise obey all the restrictions for
temporary hit points equal to half selecting the spell, and it becomes a
your sorcerer level. sorcerer spell for you. In addition,
▪ It can move through other choose an affinity for the source of
creatures and objects as if they your divine power: good (cure wounds),
were difficult terrain. The hound evil (inflict wounds), law (bless), chaos
takes 5 force damage if it ends its (bane), or neutrality (protection from
turn inside an object. evil and good). You learn an additional
▪ At the start of its turn, the hound spell based on that affinity. If you later
automatically knows its target’s replace this spell, you must replace it
location. If the target was hidden, with a spell from the cleric spell list.
it is no longer hidden from the o Favored by the Gods: If you fail a saving
hound. throw or miss with an attack roll, you
can roll 2d4 and add it to the total,
• Level 14 possibly changing the outcome. Once
o Shadow Walk: When you are in dim you use this feature, you can’t use it
light or darkness, as a bonus action, again until you finish a rest.
you can teleport up to 120 feet to an

116
• Level 6 ▪ 3: You admire fire, even if it burns
o Empowered Healing: Whenever you or your friends.
an ally within 5 feet of you rolls dice to ▪ 4: You are covered in burns that
determine the number of hit points a mark the first time your power
spell restores, you can spend 1 sorcery manifested
point to reroll any number of those ▪ 5: You like your food charred.
dice once, provided you aren’t ▪ 6: You are brave to the point of
incapacitated. You can use this feature recklessness.
only once per turn. o Ignite: As an action, you can magically
ignite a flammable object you touch
• Level 14 with your hand.
o Otherworldly Wings: You can use a o Mantle of Flame: Once per day, as a
bonus action to manifest a pair of bonus action, you magically wreathe
spectral wings form your back. While yourself in swirling fire, as your eyes
the wings are present, you have a flying glow like hot coals. For 1 minute, you
speed of 30 feet. The wings last until gain the following benefits:
you’re incapacitated, you die, or you ▪ You shed bright light in a 30-foot
dismiss them as a bonus action. The radius and dim light for an
affinity you chose for your Divine Magic additional 30 feet.
feature determines the appearance of ▪ Any creature takes fire damage
the spectral wings: Good or law (Eagle equal to your Charisma modifier if
wings), evil or chaos (Bat wings), and it hits you with a melee attack
neutrality (Dragonfly wings). within 5 feet of you or if it touches
you.
• Level 18 ▪ Whenever you roll fire damage on
o Unearthly Recovery: As a bonus action your turn, the roll gains a bonus
when you have fewer than half of your equal to your Charisma modifier.
hit points remaining, you can regain a
number of hit points equal to half your • Level 6
hit point maximum. Once you use this o Phoenix Spark: If you are reduced to 0
feature, you can’t use it again until you hit points, you can use your reaction to
finish a long rest. draw on the spark of the phoenix. You
are instead reduced to 1 hit point, and
each creature within 10 feet of you
takes fire damage equal to half your
Phoenix Sorcery (UA): sorcerer level + your Charisma
modifier. If you use this feature while
under the effects of your Mantle of
• Level 1
Flame, this feature instead deals fire
o Quirk – d6
damage equal to your sorcerer level +
▪ 1: You absentmindedly ignite small
double your Charisma modifier, and
fires that quickly sputter out.
your Mantle of Flame immediately
▪ 2: You cackle like a fiend when you
ends. Once you use this feature, you
unleash your fire spells.

117
can’t use it again until you finish a long ends if the spell isn’t a cantrip (you
rest. choose the effect to use if more than
one effect applies):
• Level 14 ▪ Cold Damage: The target’s speed is
o Nourishing Fire: When you expend a also reduced by 15 feet until the
spell slot to cast a spell that includes a end of your next turn. If the spell
fire damage roll, you regain hit points already reduces the target’s speed,
equal to the slot’s level + your use whichever reduction is greater.
Charisma modifier. ▪ Lightning Damage: The target
takes additional lightning damage
• Level 18 equal to your Charisma modifier.
o Form of the Phoenix: While under the ▪ Forced Movement: Increase the
effect of your Mantle of Flame feature, distance it is moved by 15ft.
you gain additional benefits:
▪ You have a flying speed of 40 feet • Level 6
and can hover o Watery Defense: As a reaction when
▪ You have resistance to all damage you are hit by an attack and take
▪ If you use your Phoenix Spark, that bludgeoning, piercing, or slashing
feature deals an extra 20 fire damage from it, you can reduce that
damage to each creature damage by an amount equal to your
sorcerer level plus your Charisma score,
and then you can move up to 30 feet
without provoking opportunity attacks.
Sea Sorcery (UA): Once you use this feature, you cannot
use it again until after a rest.
• Level 1
o Soul of the Sea: You have the ability to • Level 14
breathe underwater, and you have a o Shifting Form: When you move on your
swim speed equal to your walking turn, you take only half damage from
speed. opportunity attacks, and you can move
o Curse of the Sea: When you hit a through enemy’s, but can’t end your
creature with a cantrip’s attack or turn there. On your turn, you can move
when a creature fails a saving throw through any space that is at least 3
against your cantrip, you can curse the inches in diameter an do so without
target until the end of your next turn or squeezing. When you stop moving, the
until you curse a different creature with regular squeezing rules apply if you’re
this feature. Once per turn when you in a space one size smaller than you.
case a spell, you can trigger the curst if You can’t willingly stop in a space
that spell deals cold or lightning smaller than that, and if you’re forced
damage to the curse target or forces it to do so, you immediately flow to the
to move. Doing so subjects the target nearest space that you can fit you, back
to one of the appropriate additional along the path of your movement.
effects below, and then your curse

118
• Level 18 the target takes is reduced by 2 + your
o Water Soul: Your body becomes water, sorcerer level divided by 4. This effect
held together to resemble your true lasts for 1 minute, until you use it
form by magical means. You gain the again, or until you are incapacitated. In
following benefits: addition, once per round when a
▪ You no longer need to eat, drink, creature you can see within 60 feet of
or sleep. you hits the protected target with a
▪ You have resistance to bludgeon- melee attack, you can use your reaction
ing, piercing, and slashing damage. to teleport to an unoccupied space you
▪ A critical hit against you becomes a can see within 5 feet of the attacker.
normal hit. You can teleport only if you and the
attacker are on the same surface. You
can then make one melee weapon
attack against the attacker. If that
Stone Sorcery (UA): attack hits, it deals an extra 1d10 force
damage.
• Level 1
o Bonus Proficiencies: You gain profi- • Level 11
ciency with shields, simple and martial o Stone Aegis extra damage becomes
weapons. 2d10
o Metal Magic: Compelled duel, searing
smite, thunderous smite, and wrathful • Level 14
smite are now included in your o Stone’s Edge: When you cast a spell
sorcerer’s spell list. that deals damage, choose one
o Stone’s Durability: Your hit point creature damaged by that spell on the
maximum increases by 1, and it round you cast it. That creature takes
increases by 1 again whenever you gain extra force damage equal to half your
a level in this class. As an action, you sorcerer level. This feature can be used
can gain a base AC of 13+ your only once per casting of a spell.
Constitution modifier if you aren’t
wearing armor, and your skin assumes • Level 17
a stony appearance. This effect lasts o Stone Aegis extra damage becomes
until you end it as a bonus action, you 3d10
are incapacitated, or you don armor
other than a shield. • Level 18
o Earth Master’s Aegis: When you use
• Level 6 your Stone’s Aegis to protect an ally,
o Stone Aegis: As a bonus action, you can you can choose up to three creatures
grant an aegis to one allied creature to gain its benefits.
you can see within 60 feet of you. The
aegis is a dim, gray aura of earth magic
that protects the target. Any blud-
geoning, piercing, or slashing damage

119
Pyromancer (PS): of a turn where you spent any number
of sorcery points for any of your class
• Level 1 features, an equal number of essence
o Heart of Fire: Whenever you cast a spell runes glow with stored energy,
of 1st level or higher that deals fire becoming charged runes. If you expend
damage, a fiery magic erupts from you. a charged rune to use one of your
This eruption causes creatures of your Runechild features, it returns to being
choice that you can see within 10 feet an inert essence rune. As a bonus
of you to take fire damage equal to half action, you may spend any number of
your sorcerer level (minimum of 1) sorcery points to convert an equal
number of essence runes into charged
runes. If you have no sorcery points
• Level 6
and no charged runes, you can convert
o Fire in the Veins: You gain resistance to
a single essence rune into a charged
fire damage. In addition, spells you cast
rune as an action. If you have 5 or more
ignore resistance to fire damage.
charged runes, you emit bright light in
a 5 foot radius and dim light for an
• Level 14
additional 5 feet. Any charged runes
o Pyromancer’s Fury: When you are hit by
revert to inert essence runes after you
a melee attack, you can use your
complete a long rest.
reaction to deal fire damage to the
o Glyphs of Aegis: Whenever you take
attacker. The damage equals your
damage from an attack, hazard, or
sorcerer level, and ignores resistance to
spell, you can use a reaction to expend
fire damage.
any number of charged runes, rolling
1d6 per charged rune. You subtract the
• Level 18
total rolled from the damage inflicted
o Fiery Soul: You gain immunity to fire
by the attack, hazard, or spell. At 6th
damage. In addition, any spell or effect
level, you can use an action to expend a
you create ignores resistance to fire
charged rune, temporarily transferring
damage and treats immunity to fire
a Glyph of Aegis to a creature you
damage as resistance to fire damage.
touch. A creature can only hold a single
glyph, and it lasts for 1 hour, or until
the creature is damaged by an attack,
hazard, or spell. The next time that
Runechild (CR): creature takes damage from any of
those sources, roll 1d6 and subtract the
• Level 1 number rolled from the damage roll.
o Essence Runes: You begin with 1 The glyph is then lost.
Essence Rune, and gain an additional
rune whenever you gain a level in this • Level 6
class. Runes can manifest anywhere on o Sigilic Augmentation: You can expend a
your body, though the first usually charged rune as a bonus action to
manifests on the forehead. They enhance either your Strength,
remain invisible when inert. At the end Dexterity, or Constitution, granting you

120
advantage on ability checks with the ▪ When you cast a spell of 1st level or
chosen ability score until the start of higher, you regain hit points equal
your next turn. You can choose to to the spell’s level.
maintain this benefit additional rounds
by expending a charged rune at the
start of each of your following turns.
o Manifest Inscriptions: As an action, you
can expend a charged rune to cause
any hidden magical marks, runes,
wards, or glyphs within 15 feet of you
to reveal themselves with a glow for 1
round. This glow is considered dim light
for a 5 foot radius around the mark or
glyph.

• Level 14
o Runic Torrent: Whenever you cast a
spell, you can expend a number of
charged runes equal to the spell’s level
to allow it to ignore any resistance or
immunity to the spell’s damage type
the targets may have.

• Level 18
o Arcane Exemplar Form: You can use a
bonus action and expend 6 or more
charged runes to temporarily become a
being of pure magical energy. This new
form lasts for 3 rounds plus 1 round for
each charged rune expended over 6.
When your Arcane Exemplar form
ends, you can’t move or take actions
until after your next turn, as your body
recovers from the transformation.
Once you use this feature, you must
finish a long rest before you can use it
again. While you are in your exemplar
form, you gain the following benefits:
▪ You have a flying speed of 40ft.
▪ Your spell save DC is increased by
2.
▪ You have resistance to damage
from spells.

121
Warlock (PHB):
• Hit Points
o Hit Dice: 1d8 per warlock level
o Hit Points at 1st level: 8 + Con Modifier
o Hit Points at Higher Levels: 1d8 + Con
Modifier per warlock level after 1st
• Proficiencies
o Armor: Light armor
o Weapons: Simple weapons
o Tools: None
o Saving Throws: Wisdom, Charisma
o Skills: Choose two from Arcana,
Deception, History, Intimidation,
Investigation, Nature, and Religion
• Equipment
o a light crossbow and 20 bolts or (b) any
simple weapon
o a component pouch or (B) an arcane
focus
o a scholar’s pack or (B) a dungeoneer’s
pack
o Leather Armor, any simple weapon, and
two daggers

• Level 1
o +2 Proficiency Bonus
o Two cantrips
o One level 1 spell slot
o You learn two level 1 spells.
o Otherworldly Patron (Choose a
Subclass)
o Pact Magic: Your arcane research and
the magic bestowed on you by your
patron have given you facility with
spells.
▪ Spell Save DC: 8 + your proficiency
bonus your Charisma modifier

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▪ Spell Attack Modifier: Your except as rituals, unless you’ve
proficiency bonus + your Charisma learned them by some other
modifier means. On your adventures, you
▪ Spellcasting Focus: You can use an can add other ritual spells to your
arcane focus as a spellcasting focus Book of Shadows. When you find
for your warlock spells. such a spell, you can add it to the
book if the spell’s level is equal to
• Level 2 or less than half your warlock level
o You learn one level 1 spell. (rounded up) and if you can spare
o You gain one spell slot. the time to transcribe the spell. For
o Eldritch Invocations: You gain two each level of the spell, the
eldritch invocations of your choice. You transcription process takes 2 hours
gain additional invocations at higher and costs 50fp for the rare inks
warlock levels. needed to inscribe it.
▪ Agonizing Blast: (You must know ▪ Burning Hex: (You must be a
the eldritch blast cantrip) When patron of the Hexblade) As a bonus
you cast eldritch blast, add your action, you cause a target cursed
Charisma modifier to the damage by your Hexblade’s Curse to take
it deals on a hit. fire damage equal to your
▪ Armor of Shadows: You can cast Charisma modifier.
mage armor on yourself at will. ▪ Caiphon’s Beacon: (You must be a
▪ Aspect of the Moon: (You must be patron of the Great Old One) You
of the Pact of the Tome) You no gain proficiency in the Deception
longer need to sleep and can’t be and Stealth skills, and you have
forced to sleep by any means. To advantage on attack rolls against
gain the benefits of a long rest, you charmed creatures.
can spend all 8 hours doing light ▪ Chilling Hex: (You must be a
activity, such as reading your Book patron of the Hexblade) As a bonus
of Shadows and keeping watch. action, you cause frost to swirl
▪ Beast Speech: You can cast speak around a target cursed by your
with animals at will. Hexblade’s Curse, dealing cold
▪ Beguiling Influence: You gain damage to each of your enemies
proficiency in the Deception and within 5 feet of the target. The
Persuasion skills. cold damage equals your Charisma
▪ Book of Ancient Secrets: (You modifier.
must be of the Pact of the Tome) ▪ Chronicle of the Raven Queen:
Choose two 1st-level spells that (You must be a patron of the
have the ritual tag from any class’s Raven Queen and be a Pact of the
spell list. The spells appear in the Tome) You can place a corpse’s
book and don’t count against the hand or similar appendage on your
number of spells you know. With Book of Shadows and ask one
your Book Shadows in hand, you question aloud. After 1 minute, the
can cast the chosen spells as answer appears written in blood in
rituals. You can’t cast the spells your book. The answer is provided

123
by the dead creature’s spirit to the 0 hit points with this sword, you
best of its knowledge and is can immediately change the target
translated into a language of your of the curse to a different creature.
choice. You must use this ability This change doesn’t extend the
within 1 minute of a creature’s curse’s duration. When you hit a
death, and a given creature can creature with this weapon, you can
only be asked on question in this expend a spell slot to deal an
manner. additional 2d8 slashing damage to
▪ Claw of Acamar: (You must be a the target per spell level, and you
patron of the Great Old One and can reduce the creature’s speed to
be a Pact of the Blade) You can 0 feet until the end of your next
create a black, lead flail using your turn.
Pact of the Blade feature. The ▪ Devil’s Sight: You gain Darkvision
flail’s head is sculpted to resemble up to 120 feet.
a pair of grasping tentacles. The ▪ Eldritch Sight: You can cast detect
weapon has the reach property. magic at will.
When you hit a creature with it, ▪ Eldritch Spear: (You must know
you can expend a spell slot to deal the eldritch blast cantrip) When
an additional 2d8 necrotic damage you cast eldritch blast, its range is
to the target per spell level, and 300 feet.
you can reduce the creature’s ▪ Eyes of the Rune Keeper: You can
speed to 0 feet until the end of read all writing.
your next turn. ▪ Fiendish Vigor: You can cast false
▪ Cloak of Baalzebul: (You must be a life at will as a 1st level spell.
patron of the Fiend) As a bonus ▪ Gaze of Two Minds: You can use
action, you can conjure a swarm of your action to touch a willing
buzzing flies around you. The humanoid and perceive through its
swarm grants you advantage on senses until the end of your next
Intimidation checks but turn. As long as the creature is on
disadvantage on all other Charisma the same plane of existence as
checks. In addition, a creature that you, you can use your action on
starts its turn within 5 feet of you subsequent turns to maintain this
takes poison damage equal to your connection, extending the duration
Charisma modifier. You can dismiss until the end of your next turn.
the swarm with another bonus While perceiving through the other
action. creature's senses, you benefit from
▪ Curse Bringer: (You must be a any special senses possessed by
patron of the Hexblade and be a that creature, and you are blinded
Pact of the Blade) You can create a and deafened to your own
greatsword forged from silver, with surroundings.
black runes etched into its blade, ▪ Grasp of Hadar: (You must know
using your Pact of the Blade the eldritch blast cantrip) Once
feature. If you reduce a target during your turn when you hit a
cursed by your Hexblade’s Curse to creature with your eldritch blast

124
cantrip, you can move that ▪ Mask of Many Faces: You can cast
creature in a straight line 10 feet disguise self at will.
closer to yourself. ▪ Misty Visions: You can cast silent
▪ Gift of the Ever-Living Ones: (You image at will.
must be of the Pact of the Chain) ▪ Moon Bow: (You must be a patron
Whenever you regain hit points, of the Archfey and be a Pact of the
you treat any dice rolled to Blade) You can create a longbow
determine the hit points you using your Pact of the Blade
regain as having rolled their feature. When you draw back its
maximum value. string and fire, it creates an arrow
▪ Improved Pact Weapon: (You must of white wood, which vanishes
be of the Pact of the Blade) You after 1 minute. You have
can use any weapon you summon advantage on attack rolls against
with your Pact of the Blade feature lycanthropes with the bow. When
as a spellcasting focus for your you hit a creature with it, you can
warlock spells. In addition, the expend a spell slot to deal an
weapon counts as a magic weapon additional 2d8 radiant damage to
with a +1 bonus to its attack and the target per spell level.
damage rolls, unless it is already a ▪ Path of the Seeker: (You must be a
magic weapon that you patron of the Seeker) You ignore
transformed into your pact difficult terrain, have advantage on
weapon. Finally, the weapon you all checks to escape a grapple,
conjure can be a short/long bow, manacles, or rope bindings, and
or light/heavy crossbow. advantage on saving throws
▪ Lance of Lethargy: (You must know against being paralyzed.
the eldritch blast cantrip) Once on ▪ Raven Queen’s Blessing: (You
each of your turns when you hit a must be a patron of the Raven
creature with your eldritch blast Queen and know the eldritch blast
cantrip, you can reduce that cantrip) When you score a critical
creature’s speed by 10 feet until hit with your eldritch blast cantrip,
the end of your next turn. pick yourself or an ally you can see
▪ Mace of Dispater: (You must be a within 30 feet of you. The chosen
patron of the Fiend and be a Pact creature can immediately expend a
of the Blade) When you create Hit Die to regain hit points equal to
your pact weapon as a mace, it the roll + the creature’s
manifests as an iron mace forged Constitution modifier (minimum of
in Dis, the second of the Nine Hells. 1 hit point).
When you hit a creature with it, ▪ Repelling Blast: (You must know
you can expend a spell slot to deal the eldritch blast cantrip) When
an additional 2d8 force damage to you hit a creature with eldritch
the target per spell level, and you blast, you can push the creature up
can knock the target prone if it is to 10 feet away from you in a
Huge or smaller. straight line.

125
▪ Sea Twin’s Gift: (You must be a service. The boon reflects your patron.
patron of the Archfey) You can Your DM can help you incorporate this.
breathe underwater, and you gain You gain one of the following features
a swimming speed equal to your of your choice:
walking speed. You can also cast ▪ Pact of the Chain: You learn the
water breathing using a warlock find familiar spell and can cast it as
spell slot. Once you cast it using a ritual. The spell doesn't count
this invocation, you can’t do so against your number of spells
again until you finish a long rest. known. When you cast the spell,
▪ Seeker’s Speech: (You must be a you can choose one of the normal
patron of the Seeker) When you forms for your familiar or one of
complete a long rest, you can pick the following special forms: imp,
two languages. You gain the ability pseudodragon, quasit, or sprite.
to speak, read, and write the Additionally, when you take the
chosen languages until you finish Attack action, you can forgo one of
your next long rest. your own attacks to allow your
▪ Thief of Five Fates: You can cast familiar to make one attack of its
bane once using a warlock spell own.
slot. You can’t do so again until you ▪ Pact of the Blade: You can use
finish a long rest. your action to create a pact
▪ Voice of the Chain Master: (You weapon in your empty hand. You
must be of the Pact of the Chain) can choose the form that this
You can communicate melee weapon takes each time you
telepathically with your familiar create it. You are proficient with it
and perceive through your while you wield it. This weapon
familiar’s senses as long as you are counts as magical for the purpose
on the same plane of existence. of overcoming resistance and
Additionally while perceiving immunity to nonmagical attacks
through your familiar’s senses, you and damage. Your pact weapon
can also speak through your disappears if it is more than 5 feet
familiar in your own voice, even if away from you for 1 minute or
your familiar is normally incapable more. It also disappears if you use
of speaking. this feature again, if you dismiss
the weapon (no action required),
• Level 3 or if you die. You can transform
o You only have level 2 spell slots. one magic weapon into your pact
o You learn one spell of any level up to weapon by performing a special
the current level of your spell slots. ritual while you hold the weapon.
Additionally, you can replace one spell You perform the ritual over the
you know with another spell up to the course of I hour, which can be
level less than or equal to the current done during a short rest. You can
level of your spell slots. then dismiss the weapon, shutting
o Pact Boon: Your otherworldly patron it into an extradimensional space,
bestows a gift upon you for your loyal and it appears whenever you

126
create your pact weapon replacement from your patron.
thereafter. You can't affect an This ceremony can be performed
artifact or a sentient weapon in during a short or long rest, and it
this way. The weapon ceases being destroys the previous book. The
your pact weapon if you die, if you book turns to ash when you die.
perform the 1-hour ritual on a
different weapon, or if you use a 1- • Level 4
hour ritual to break your bond to o Gain one cantrip
it. The weapon appears at your o You learn one spell of any level up to
feet if it is in the extradimensional the current level of your spell slots.
space when the bond breaks. Additionally, you can replace one spell
▪ Pact of the Star Chain: Your patron you know with another spell up to the
grants you a chain forged from level less than or equal to the current
starlight, decorated with seven level of your spell slots.
gleaming motes of brightness. o Ability Score Improvement or Choice of
While the chain is on your person, Feat
you know the augury spell and can
cast it as a ritual. The spell doesn’t • Level 5
count against your number of o+3 Proficiency Bonus
spells known. Additionally, you can oYou only have level 3 spell slots.
invoke your patron’s power to gain oYou learn one spell of any level up to
advantage on an Intelligence check the current level of your spell slots.
while you carry this item. Once you Additionally, you can replace one spell
use this ability, you cannot use it you know with another spell up to the
again until you complete a rest. If level less than or equal to the current
you lose your Star Chain, you can level of your spell slots.
perform a 1-hour ceremony to o You gain another eldritch invocation.
receive a replacement from your Additionally, you can replace one you
patron. The ceremony can be currently know with one you do not.
performed during a rest and it o Eldritch Invocations: The following
destroys the previous chain. The eldritch invocations are added to the
chain disappears in a flash of light list of eligible options:
when you die. ▪ Cloak of Flies: As a bonus action,
▪ Pact of the Tome: Your patron you can surround yourself with a
gives you a grimoire called a Book magical aura that looks like buzzing
of Shadows. When you gain this flies. The aura extends 5 feet from
feature, choose three cantrips you in every direction, but not
from any class's spell list. While the through total cover. It lasts until
book is on your person, you can you’re incapacitated or you dismiss
cast those cantrips at will. They it as a bonus action. The aura
don't count against your number grants you advantage on
of cantrips known. If you lose your Intimidation checks but
Book of Shadows, you can perform disadvantage on all other Charisma
a 1-hour ceremony to receive a checks. Any other creature that

127
starts its turn in the aura takes equals your Charisma modifier. To
poison damage equal to your use this invocation, you must be
Charisma modifier. Once you use able to see the cursed target, and
this invocation, you can’t use it it must be within 30 feet of you.
again until you finish a rest. ▪ Mire the Mind: You can cast slow
▪ Eldritch Smite: (You must be of the once using a warlock spell slot. You
Pact of the Blade) Once per turn can’t do so again until you finish a
when you hit a creature with your long rest.
pact weapon, you can expend a ▪ One with Shadows: When you are
warlock spell slot to deal an extra in an area of dim light or darkness,
1d8 force damage to the target, you can use your action to become
plus another 1d8 per level of the invisible until you move, take an
spell slot, and you can knock the action, or a reaction.
target prone if it is Huge or ▪ Sign of Ill Omen: You can cast
smaller. bestow curse once using a warlock
▪ Gift of the Depths: You can spell slot. You can’t do so again
breathe underwater, and you gain until you finish a long rest.
a swimming speed equal to your ▪ Thirsting Blade: (You must be of
walking speed. You can also cast the Pact of the Blade) You can
water breathing once without attack with your pact weapon
expending a spell slot. You regain twice, instead on once, whenever
the ability to do so when you finish you take the Attack action on your
a long rest. turn.
▪ Kiss of Mephistopheles: (You must ▪ Tomb of Levistus: As a reaction
be a patron of the Fiend and know when you take damage, you can
the eldritch blast cantrip) When entomb yourself in ice, which
you hit a creature with the eldritch melts away at the end of your next
blast cantrip, you can cast fireball turn. You gain 10 temporary hit
as a bonus action using a warlock points per warlock level, which
spell slot. However, the spell must take as much of the triggering
be centered on a creature you hit damage as possible. Immediately
with eldritch blast. after you take the damage, you
▪ Maddening Hex: (You must have a gain vulnerability to fire damage,
hex spell or a warlock feature that your speed drops to 0, and you are
curses) As a bonus action, you incapacitated. These effects
cause a psychic disturbance including any remaining temporary
around the target cursed by you hit points, all end when the ice
hex spell or by a warlock feature of melts. Once you use this
yours, such as Hexblade’s Curse of invocation, you can’t use it again
Sign of Ill Omen. When you do so, until you finish a rest.
you deal psychic damage to the
cursed target and each creature of • Level 6
your choice that you can see within o You learn one spell of any level up to
5 feet of it. The psychic damage the current level of your spell slots.

128
Additionally, you can replace one spell magically teleport to a space you
you know with another spell up to the can see within 30 feet of the target
level less than or equal to the current cursed by your hex spell or by a
level of your spell slots. warlock feature of yours, such as
o Subclass Feature Hexblade’s Curse or Sign of Ill
Omen. To teleport this way, you
• Level 7 must be able to see the cursed
o You only have level 4 spell slots. target.
o You learn one spell of any level up to ▪ Sculptor of Flesh: You can cast
the current level of your spell slots. polymorph once using a warlock
Additionally, you can replace one spell spell slot. You can’t do so again
you know with another spell up to the until you finish a long rest.
level less than or equal to the current ▪ Trickster’s Escape: You can cast
level of your spell slots. freedom of movement once on
o You gain another eldritch invocation. yourself without expending a spell
o Additionally, you can replace one you slot. You regain the ability to do so
currently know with one you do not. when you finish a long rest.
o Eldritch Invocations: The following
eldritch invocations are added to the • Level 8
list of eligible options: o You learn one spell of any level up to
▪ Bewitching Whispers: You can cast the current level of your spell slots.
compulsion once using a warlock Additionally, you can replace one spell
spell slot. You can’t do so again you know with another spell up to the
until you finish a long rest. level less than or equal to the current
▪ Dreadful Word: You can cast level of your spell slots.
confusion once using a warlock o Ability Score Improvement or Choice of
spell slot. You can’t do so again Feat
until you finish a long rest.
▪ Ghostly Gaze: As an action, you • Level 9
gain the ability to see through solid o+4 Proficiency Bonus
objects to a range of 30 feet. oYou only have level 5 spell slots.
Within that range, you have oYou learn one spell of any level up to
darkvision if you don’t already the current level of your spell slots.
have it. This special sight lasts for 1 Additionally, you can replace one spell
minute or until your concentration you know with another spell up to the
ends (as if you were concentrating level less than or equal to the current
on a spell). During that time, you level of your spell slots.
perceive objects as ghostly, o You gain another eldritch invocation.
transparent images. Once you use o Additionally, you can replace one you
this invocation, you can’t use it currently know with one you do not.
again until you finish a rest. o Eldritch Invocations: The following
▪ Relentless Hex: (You must have a eldritch invocations are added to the
hex spell or a warlock feature that list of eligible options:
curses) As a bonus action, you can

129
▪ Ascendant Step: You can cast o Eldritch Invocations: The following
levitate on yourself at will. eldritch invocations are added to the
▪ Minions of Chaos: You can cast list of eligible options:
conjure elemental once using a ▪ Lifedrinker: (You must be of the
warlock spell slot. You can’t do so Pact of the Blade) When you hit a
again until you finish a long rest. creature with your pact weapon,
▪ Otherworldly Leap: You can cast the creature takes extra necrotic
jump on yourself at will. damage equal to your Charisma
▪ Superior Pact Weapon: (You must modifier.
be of the Pact of the Blade) Any
weapon you create using your Pact • Level 13
of the Blade feature is a +2 o +5 Proficiency Bonus
weapon. This invocation doesn’t o Mystic Arcanum: Choose one 7th level
affect a magic weapon you spell from the warlock spell list as this
transformed into your pact Arcanum. You can cast your Arcanum
weapon. spell once without expending a spell
▪ Whispers of the Grave: You can slot. You must finish a long rest before
cast speak with dead at will. you can do so again.
o You learn one spell of any level up to
• Level 10 the current level of your spell slots.
o Subclass Feature Additionally, you can replace one spell
o Gain one cantrip you know with another spell up to the
level less than or equal to the current
• Level 11 level of your spell slots.
o Mystic Arcanum: Choose one 6th level
spell from the warlock spell list as this • Level 14
Arcanum. You can cast your Arcanum o Subclass Feature
spell once without expending a spell
slot. You must finish a long rest before • Level 15
you can do so again. o Mystic Arcanum: Choose one 8th level
o You gain one spell slot. spell from the warlock spell list as this
o You learn one spell of any level up to Arcanum. You can cast your Arcanum
the current level of your spell slots. spell once without expending a spell
Additionally, you can replace one spell slot. You must finish a long rest before
you know with another spell up to the you can do so again.
level less than or equal to the current o You learn one spell of any level up to
level of your spell slots. the current level of your spell slots.
Additionally, you can replace one spell
• Level 12 you know with another spell up to the
o You gain another eldritch invocation. level less than or equal to the current
Additionally, you can replace one you level of your spell slots.
currently know with one you do not. o You gain another eldritch invocation.
o Ability Score Improvement or Choice of o Additionally, you can replace one you
Feat currently know with one you do not.

130
o Eldritch Invocations: The following o You learn one spell of any level up to
eldritch invocations are added to the the current level of your spell slots.
list of eligible options: Additionally, you can replace one spell
▪ Chains of Carceri: (You must be of you know with another spell up to the
the Pact of the Chain) You can cast level less than or equal to the current
hold monster at will, but only on level of your spell slots.
celestials, fiends, or elementals.
You can’t target the same creature • Level 18
again until you finish a long rest. o You gain another eldritch invocation.
▪ Master of Myriad Forms: You can o Additionally, you can replace one you
cast alter self at will. currently know with one you do not.
▪ Shroud of Shadow: You can cast o Eldritch Invocations: The following
invisibility at will, without eldritch invocations are added to the
expending a spell slot. list of eligible options:
▪ Ultimate Pact Weapon: (You must ▪ Shroud of Ulban: (You must be a
be of the Pact of the Blade) Any Patron of the Great Old One) As an
weapon you create using your Pact action, you can turn invisible for 1
of the Blade feature is a +3 minute. If you attack, deal damage,
weapon. This invocation doesn’t or force a creature to make a
affect a magic weapon you saving throw, you become visible
transformed into your pact at the end of the current turn.
weapon.
▪ Visions of Distant Realms: You can • Level 19
cast arcane eye at will. o You learn one spell of any level up to
▪ Witch Sight: You can see the true the current level of your spell slots.
form of any shapechanger or Additionally, you can replace one spell
creature concealed by illusion or you know with another spell up to the
transmutation magic while the level less than or equal to the current
creature is within 30 feet of you level of your spell slots.
and within line of sight. o Ability Score Improvement or Choice of
Feat
• Level 16
o Ability Score Improvement or Choice of • Level 20
Feat o Eldritch Master: You can spend 1
minute entreating your patron for aid
• Level 17 to regain all your expended spell slots
o Mystic Arcanum: Choose one 9th level from your Pact Magic feature. Once
spell from the warlock spell list as this you regain spell slots with this feature,
Arcanum. You can cast your Arcanum you must finish a long rest before you
spell once without expending a spell can do so again.
slot. You must finish a long rest before
you can do so again.
o +6 Proficiency Bonus
o You gain one spell slot.

131
succeed on a Wisdom saving throw
Subclasses: against your warlock spell save DC or
be charmed by you for 1 minute or
Patron of the Archfey (PHB): until the creature takes any damage.

• Expanded Spell List: Add the following • Level 14


spells to the Warlock spell list. o Dark Delirium: As an action, choose a
o Spell Level 1 – faerie fire, sleep creature that you can see within 60
o Spell Level 2 – calm emotions, feet of you. It must make a Wisdom
phantasmal force saving throw against your warlock spell
o Spell Level 3 – blink, plant growth save DC. On a failed save, it is charmed
o Spell Level 4 – arcane eye, confusion or frightened by you (your choice) for 1
o Spell Level 5 – legend lore, scrying minute or until your concentration is
broken (as if you are concentrating on a
• Level 1 spell). This effect ends early if the
o Fey Presence: As an action, you can creature takes any damage. Until this
cause each creature in a 10-foot cube illusion ends, the creature thinks it is
originating from you to make a Wisdom lost in a misty realm, the appearance of
saving throw against your warlock spell which you choose. The creature can
save DC. The creatures that fail their see and hear only itself, you, and the
saving throws are all charmed or illusion. You must finish a short or long
frightened by you (your choice) until rest before you can use this feature
the end of your next turn. Once you again.
use this feature, you can't use it again
until you finish a short or long rest.

• Level 6
o Misty Escape: When you take damage, Patron of the Fiend (PHB):
you can use your reaction to turn
invisible and teleport up to 60 feet to • Expanded Spell List: Add the following
an unoccupied space you can see. You spells to the Warlock spell list.
remain invisible until the start of your o Spell Level 1 – burning hands, command
next turn or until you attack or cast a o Spell Level 2 – blindness/deafness,
spell. Once you use this feature, you scorching ray
can't use it again until you finish a short o Spell Level 3 – fireball, stinking cloud
or long rest. o Spell Level 4 – fire shield, wall of fire
o Spell Level 5 – flame strike, hallow
• Level 10
o Beguiling Defenses: You are immune to • Level 1
being charmed, and once per round, o Dark One’s Blessing: When you reduce
when another creature attempts to a hostile creature to 0 hit points, you
charm you, you can use your reaction gain temporary hit points equal to your
to attempt to turn the charm back on
that creature. The creature must

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Charisma modifier + your warlock level Patron of the Great Old One
(minimum of 1).
(PHB):
• Level 6
o Dark One’s Own Luck: When you make • Expanded Spell List: Add the following
an ability check or a saving throw, you spells to the Warlock spell list.
can use this feature to add a d10 to o Spell Level 1 – dissonant whispers,
your roll. You can do so after seeing the Tasha’s hideous laughter
initial roll but before any of the roll's o Spell Level 2 – detect thoughts,
effects occur. Once you use this phantasmal force
feature, you can't use it again until you o Spell Level 3 – clairvoyance, sending
finish a short or long rest. o Spell Level 4 – dominate beast, Evard’s
black tentacles
• Level 10 o Spell Level 5 – dominate person,
o Fiendish Resilience: You can choose one telekinesis
damage type when you finish a short or
long rest. You gain resistance to that • Level 1
damage type until you choose a o Awakened Mind: You can communicate
different one with this feature. Damage telepathically with any creature you
from magical weapons or silver can see within 30 feet of you. You don't
weapons ignores this resistance. need to share a language with the
creature for it to understand your
• Level 14 telepathic utterances, but the creature
o Hurl Through Hell: When you hit a must be able to understand at least
creature with an attack, you can use one language.
this feature to instantly transport the
target through the lower planes. The • Level 6
creature disappears and hurtles o Entropic Ward: When a creature makes
through a nightmare landscape. At the an attack roll against you, you can use
end of your next turn, the target your reaction to impose disadvantage
returns to the space it previously on that roll. If the attack misses you,
occupied, or the nearest unoccupied your next attack roll against the
space. If the target is not a fiend, it creature has advantage if you make it
takes 10d10 psychic damage as it reels before the end of your next turn. Once
from its horrific experience. Once you you use this feature, you can't use it
use this feature, you can't use it again again until you finish a short or long
until you finish a long rest. rest.

• Level 10
o Thought Shield: Your thoughts can't be
read by telepathy or other means
unless you allow it. You also have
resistance to psychic damage, and
whenever a creature deals psychic

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damage to you, that creature takes the targeting someone instead of you,
same amount of damage that you do. potentially wasting the attack or spell.
On a successful save, the creature is
• Level 14 immune to this effect for 24 hours. An
o Create Thrall: You can use your action undead is also immune to this effect for
to touch an incapacitated humanoid. 24 hours if you target it with an attack
That creature is then charmed by you or a harmful spell.
until a remove curse spell is cast on it,
the charmed condition is removed from • Level 6
it, or you use this feature again. You o Defy Death: You can regain hit points
can communicate telepathically with equal to 1d8 +your Constitution
the charmed creature as long as the modifier (minimum of 1 hit point) when
two of you are on the same plane of you succeed on a death saving throw or
existence. when you stabilize a creature with
spare the dying. Once you use this
feature, you can't use it again until you
finish a long rest.
Patron of the Undying (SC):
• Level 10
• Expanded Spell List: Add the following o Undying Nature: You can hold your
spells to the Warlock spell list. breath indefinitely, and you don't
o Spell Level 1 – false life, ray of sickness require food, water, or sleep, although
o Spell Level 2 – blindness/deafness, you still require rest to reduce
silence exhaustion and still benefit from
o Spell Level 3 – feign death, speak with finishing short and long rests. In
dead addition, you age at a slower rate. For
o Spell Level 4 – aura of life, death ward every 10 years that pass, your body
o Spell Level 5 – contagion, legend lore ages only 1 year, and you are immune
to being magically aged.
• Level 1
o Among the Dead: You learn the spare • Level 14
the dying cantrip, which counts as a o Indestructible Life: On your turn, you
warlock cantrip for you. You also have can use a bonus action to regain hit
advantage on saving throws against any points equal to 1d8 + your warlock
disease. Additionally, if an undead level. Additionally, if you put a severed
targets you directly with an attack or a body part of yours back in place when
harmful spell, that creature must make you use this feature, the part
a Wisdom saving throw against your reattaches. Once you use this feature,
spell save DC (an undead needn't make you can't use it again until you finish a
the save when it includes you in an short or long rest.
area effect, such as the explosion of
fireball). On a failed save, the creature
must choose a new target or forfeit

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Patron of the Celestial (XG): • Level 10
o Celestial Resilience: You gain temporary
• Expanded Spell List: Add the following hit points whenever you finish a long or
spells to the Warlock spell list. short rest. These temporary hit points
o Spell Level 1 – cure wounds, guiding equal your warlock level + your
bolt Charisma modifier. Additionally, choose
o Spell Level 2 – flaming sphere, lesser up to five creatures you can see at the
restoration end of your rest. Those creatures gain
o Spell Level 3 – daylight, revivify temporary hit points equal to half your
o Spell Level 4 – guardian of faith, wall of warlock level + your Charisma modifier.
fire
o Spell Level 5 – flame strike, greater • Level 14
restoration o Searing Vengeance: When you have to
make a death saving throw at the start
• Level 1 of your turn, you can instead spring
o Healing Light: You have a pool of d6s back to your feet with a burst of
that you spend to fuel wounds. The radiant energy. You regain hit points
number of dice in the pool equals 1 + equal to half your hit point maximum,
your warlock level. As a bonus action, and then you stand up if you so choose.
you can heal one creature you can see Each creature of your choice that is
within 60 feet of you, spending dice within 30 feet of you takes radiant
from the pool. The maximum number damage equal to 2d8 + your Charisma
of dice you can spend at once equals modifier, and it is blinded until the end
your Charisma modifier. Roll the dice of the current turn. Once you use this
you spend, add them together, and feature, you can’t use it again until you
restore a number of hit points equal to finish a long rest.
the total. Your pool regains all
expended dice when you finish a long
rest.
o Bonus Cantrips: You know the sacred Patron of the Seeker (UA):
flame and light cantrips and can cast
them at will. They don’t count against • Expanded Spell List: Add the following
your number of cantrips known. spells to the Warlock spell list.
o Spell Level 1 – feather fall, jump
• Level 6 o Spell Level 2 – levitate, locate object
o Radiant Soul: You have resistance to o Spell Level 3 – clairvoyance, sending
radiant damage, and when you cast a o Spell Level 4 – arcane eye, locate
spell that deals radiant or fire damage, creature
you can add your Charisma modifier to o Spell Level 5 – legend lore, passwall
one radiant or fire damage roll of that
spell against one of its targets. • Level 1
o Shielding Aurora: As a bonus action,
you create a whirling aurora of brilliant

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energy that swirls around you. Until the Patron of the Hexblade (UA):
end of your next turn, you gain
resistance to all damage, and if a • Expanded Spell List: Add the following
hostile creature ends its turn within 10 spells to the Warlock spell list.
feet of you, it takes radiant damage o Spell Level 1 – shield, wrathful smite
equal to your warlock level + your o Spell Level 2 – branding smite, blur
Charisma modifier. Once you use this o Spell Level 3 – blink, elemental weapon
feature, you can’t use it again until you o Spell Level 4 – phantasmal killer,
finish a rest. staggering smite
o Spell Level 5 – cone of cold, banishing
• Level 6 smite
o Astral Refuge: As an action, you
disappear from the world for a brief • Level 1
moment and enter the Astral Plane, o Hex Warrior: You gain proficiency with
taking advantage of its timeless nature. medium armor, shields, and martial
While in your astral refuge, you can weapons. Whenever you finish a long
take two actions to cast spells that rest, you can touch one weapon that
target only you. Aster those two you are proficient with and that lacks
actions, you return to the space you the two-handed property. When you
occupied and your turn ends. attack with that weapon you can use
your Charisma modifier, instead of
• Level 10 Strength or Dexterity, for the attack
o Far Wanderer: You no longer need to and damage rolls. This benefit lasts
breathe, and you gain resistance to fire until you finish a long rest. If you later
damage and cold damage. gain the Pact of the Blade feature, this
benefit extends to every pact weapon
• Level 14 you conjure with that feature, no
o Astral Sequestration: By performing a matter the weapon’s type.
special ritual over the course of 5 o Hexblade’s Curse: As a bonus action,
minutes, you shift yourself and up to choose one creature you can see within
ten willing creatures you can see to the 30 feet of you. The target is cursed for
Astral Plane. You and those creatures 1 minute. The curse ends early if you
gain the benefits of a short rest while target dies, you die, or you are
sequestered on the Astral Plane. You incapacitated. You can’t use this
then return to the spaces you all feature again until you finish a rest.
occupied when you used this ability, Until the curse ends, you gain the
with no time having passed in the following benefits:
world. During this short rest, you and ▪ You gain a bonus to damage rolls
the creatures you sequester can make against the cursed target. The
use of any options available during a bonus equals your proficiency
rest that affect only you and the bonus.
creatures you sequester. Once you use
this ability, you cannot use it again until
you complete a long rest.

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▪ Any attack roll you make against Patron of the Raven Queen (UA):
the cursed target is a critical on a
roll of 19 or 20 on the d20. • Expanded Spell List: Add the following
▪ If the cursed target dies, you regain spells to the Warlock spell list.
hit points equal to your warlock o Spell Level 1 – false life, sanctuary
level + your Charisma modifier. o Spell Level 2 – silence, spiritual weapon
o Spell Level 3 – feign death, speak with
• Level 6 dead
o Accursed Specter: When you slay a o Spell Level 4 – ice storm, locate creature
humanoid, you can cause its spirit to o Spell Level 5 – commune, cone of cold
rise from its corpse as a specter, the
statistics for which are in the Monster • Level 1
Manual. When the Specter appears, o Sentinel Raven: You gain the service of
itgains temporary hit points equal to a spirit sent by the Raven Queen to
half your warlock level. Roll initiative watch over you. The spirit assumes the
for the specter, which has its own form and game statistics of a raven,
turns. It obeys your verbal commands, and it always obeys your commands,
and it gains a special bonus to its attack which you can give telepathically while
rolls equal to your Charisma modifier. it is within 100 feet of you. While the
The specter remains in your service raven is perched on your shoulder, you
until the end of your next long rest, at gain darkvision with a range of 30 feet
which point it vanishes to the afterlife. and a bonus to your passive Perception
Once you raise a specter with this score and to Perception checks. The
feature you can’t use the feature again bonus equals your Charisma modifier.
until you finish a long rest. While perched on your shoulder, the
raven can’t be targeted by any attack
• Level 10 or other harmful effect; only you can
o Armor of Hexes: If the target cursed by cast spells on it; it can’t take damage;
your Hexblade’s Curse hits you with an and it is incapacitated. You can see
attack roll, you can use your reaction to through the raven’s eyes and hear what
roll a d6. On a 4 or higher, the attack it hears while it is within 100 feet of
instead misses you. you. In combat, you roll initiative for
the raven and control how it acts. If it is
• Level 14 slain by a creature, you gain advantage
o Master of Hexes: When the creature on all attack rolls against the killer for
cursed by your Hexblade’s Curse dies, the next 24 hours. The raven doesn’t
you can apply the curse to a different require sleep. While it is within 100
creature you can see within 30 feet of feet of you, it can awaken you from
you, provided you aren’t incapacitated. sleep as a bonus action. The raven
When you apply the curse in this way, vanishes when it dies, if you die, or if
you don’t regain hit points from the the two of you are separated by more
death of the previously cursed than 5 miles. At the end of a short or
creature. long rest, you can call the raven back to

137
you—no matter where it is or whether
it died— and it reappears within 5 feet
of you.

• Level 6
o Soul of the Raven: You gain the ability
to merge with your raven spirit. As a
bonus action when your raven is
perched on your shoulder, your body
merges with your raven’s form. While
merged you become Tiny, you replace
your speed with the raven’s and you
can use your action only to Dash,
Disengage, Dodge, Help, Hide, or
Search. Suring this time, you gain the
benefits of your raven being perched
on your shoulder. As an action, you and
the raven return to normal.

• Level 10
o Raven’s Shield: You gain advantage on
death saving throws, immunity to the
frightened condition, and resistance to
necrotic damage.
• Level 14
o Queen’s Right Hand: You can cast finger
of death. After you cast the spell with
this feature, you can’t do so again until
you finish a long rest.

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Wizard (PHB):
• Hit Points
o Hit Dice: 1d6 per wizard level
o Hit Points at 1st level: 6 + Con Modifier
o Hit Points at Higher Levels: 1d6 + Con
Modifier per wizard level after 1st
• Proficiencies
o Armor: None
o Weapons: Daggers, darts, slings,
quarterstaffs, light crossbows
o Tools: None
o Saving Throws: Intelligence, Wisdom
o Skills: Choose two from Arcana, History,
Insight, Investigation, Medicine, and
Religion
• Equipment
o a quarterstaff or (B) a dagger
o component pouch or (B) an arcane focus
o a scholar’s pack or (B) explorer’s pack
o A spellbook

• Level 1
o +2 Proficiency Bonus
o Three cantrips
o Two level 1 spell slots
o Spellcasting: As a student of arcane
magic, you have a spellbook containing
spells that show the first glimmerings of
your true power.
o Spellbook: You have a spellbook contain-
ing six level 1 wizard spells of your
choice.
▪ Spell Save DC: 8 + your proficiency
bonus + your Intelligence modifier
▪ Spell Attack Modifier: your
proficiency bonus + your Intelli-
gence modifier
▪ Spellcasting Focus: You can use an
arcane focus as a spellcasting focus.

139
o Arcane Recovery: Once per day when from your list with a new one you don’t
you finish a short rest, you can choose already know and have a spell slot for.
expended spell slots to recover. The
spell slots can have a combined level • Level 7
that is equal to or less than half your o Gain one level 4 spell slot
wizard level (rounded up), and none of o You learn two level 1-4 spells.
the slots can be 6th level or higher. Additionally, you may replace one spell
from your list with a new one you don’t
• Level 2 already know and have a spell slot for.
o Gain one level 1 spell slot
o You learn two level 1 spells. Additionally, • Level 8
you may replace one spell from your list o Gain one level 4 spell slot
with a new one you don’t already know o You learn two level 1-4 spells.
and have a spell slot for. Additionally, you may replace one spell
o Arcane Tradition (Choose a Subclass) from your list with a new one you don’t
already know and have a spell slot for.
• Level 3 o Ability Score Improvement or Choice of
o Gain one level 1 spell slot and two level 2 Feat
spell slots
o You learn two level 1 or 2 spells. • Level 9
Additionally, you may replace one spell o +4 Proficiency Bonus
from your list with a new one you don’t o Gain one level 4 spell slot and one level 5
already know and have a spell slot for. spell slot
o You learn two level 1-5 spells.
• Level 4 Additionally, you may replace one spell
oGain one cantrip from your list with a new one you don’t
oGain one level 2 spell slot already know and have a spell slot for.
oYou learn two level 1 or 2 spells.
Additionally, you may replace one spell • Level 10
from your list with a new one you don’t o Gain one cantrip
already know and have a spell slot for. o Gain one level 5 spell slot
o Ability Score Improvement or Choice of o You learn two level 1-5 spells.
Feat Additionally, you may replace one spell
from your list with a new one you don’t
• Level 5 already know and have a spell slot for.
o +3 Proficiency Bonus
o Gain two level 3 spell slots • Level 11
o You learn two level 1-3 spells. o Gain one level 6 spell slot
Additionally, you may replace one spell o You learn two level 1-6 spells.
from your list with a new one you don’t Additionally, you may replace one spell
already know and have a spell slot for. from your list with a new one you don’t
already know and have a spell slot for.
• Level 6 o Gain one level 3 spell slot
o You learn two level 1-3 spells.
Additionally, you may replace one spell

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• Level 12 • Level 18
o You learn two level 1-6 spells. o You learn two level 1-9 spells.
Additionally, you may replace one spell Additionally, you may replace one spell
from your list with a new one you don’t from your list with a new one you don’t
already know and have a spell slot for. already know.
o Ability Score Improvement or Choice of o Spell Mastery: Choose a 1st-level wizard
Feat spell and a 2nd-level wizard spell that
are in your spellbook. You can cast those
• Level 13 spells at their lowest level without
o +5 Proficiency Bonus expending a spell slot when you have
o Gain one level 7 spell slot them prepared. If you want to cast
o You learn two level 1-7 spells. either spell at a higher level, you must
Additionally, you may replace one spell expend a spell slot as normal. By
from your list with a new one you don’t spending 8 hours in study, you can
already know and have a spell slot for. exchange one or both of the spells you
chose for different spells of the same
• Level 14 levels.
o You learn two level 1-7 spells.
Additionally, you may replace one spell • Level 19
from your list with a new one you don’t o Gain one level 6 spell slot
already know and have a spell slot for. o You learn two level 1-9 spells.
Additionally, you may replace one spell
• Level 15 from your list with a new one you don’t
o Gain one level 8 spell slot already know.
o You learn two level 1-8 spells. o Ability Score Improvement or Choice of
Additionally, you may replace one spell Feat
from your list with a new one you don’t
already know and have a spell slot for. • Level 20
o Gain one level 7 spell slot
• Level 16 o You learn two level 1-9 spells.
o You learn two level 1-8 spells. Additionally, you may replace one spell
Additionally, you may replace one spell from your list with a new one you don’t
from your list with a new one you don’t already know.
already know and have a spell slot for. o Gain one level 5 spell slot
o Ability Score Improvement or Choice of o Signature Spells: Choose two 3rd-level
Feat wizard spells in your spellbook as your
signature spells. You can cast each of
• Level 17 them once at 3rd level without
o +6 Proficiency Bonus expending a spell slot. When you do so,
o Gain one level 9 spell slot you can’t do so again until you finish a
o You learn two level 1-9 spells. rest. If you want to cast either spell at a
Additionally, you may replace one spell higher level, you must expend a spell
from your list with a new one you don’t slot as normal.
already know.

141
magic), you add your proficiency bonus
Subclasses: to that ability check.

School of Abjuration (PHB): • Level 14


o Spell Resistance: You have advantage on
• Level 2 saving throws against spells. You have
o Abjuration Savant: The gold and time resistance against the damage of spells.
you must spend to copy an abjuration
spell into your spellbook is halved.
o Arcane Ward: When you cast an
abjuration spell of 1st level or higher, School of Conjuration (PHB):
you can simultaneously use a strand of
the spell's magic to create a magical • Level 2
ward on yourself that lasts until you o Conjuration Savant: The gold and time
finish a long rest. The ward has hit you must spend to copy a conjuration
points equal to twice your wizard level spell into your spellbook is halved.
4- your Intelligence modifier. Whenever o Minor Conjuration: You can use your
you take damage, the ward takes the action to conjure up an inanimate object
damage instead. If this damage reduces in your hand or on the ground in an
the ward to 0 hit points, you take any unoccupied space that you can see
remaining damage. While the ward has within 10 feet of you. This object can be
0 hit points, it can't absorb damage, but no larger than 3 feet on a side and
its magic remains. Whenever you cast weigh no more than 10 pounds, and its
an abjuration spell of 1st level or higher, form must be that of a nonmagical
the ward regains a number of hit points object that you have seen. The object is
equal to twice the level of the spell. visibly magical, radiating dim light out to
Once you create the ward, you can't 5 feet. The object disappears after 1
create it again until you finish a long hour, when you use this feature again, if
rest. it deals damage, or if it takes any
damage.
• Level 6
o Projected Ward: When a creature that • Level 6
you can see within 30 feet of you takes o Benign Transportation: You can use your
damage, you can use your reaction to action to teleport up to 30 feet to an
cause your Arcane Ward to absorb that unoccupied space that you can see.
damage. If this damage reduces the Alternatively, you can choose a space
ward to 0 hit points, the warded within range that is occupied by a Small
creature takes any remaining damage. or Medium creature. If that creature is
willing, you both teleport, swapping
• Level 10 places. Once you use this feature, you
o Improved Abjuration: When you cast an can't use it again until you finish a long
abjuration spell that requires you to rest or you cast a conjuration spell of 1st
make an ability check as a part of casting level or higher.
that spell (as in counterspell and dispel

142
• Level 10 can't use the feature again until you
o Focused Conjuration: While you are finish a rest. When you do so, choose
concentrating on a conjuration spell, one of the following benefits, which
your concentration can't be broken as a lasts until you are incapacitated or you
result of taking damage. take a short or long rest:
o Darkvision: You gain darkvision out to a
• Level 14 range of 60 feet.
o Durable Summons: Any creature that o Ethereal Sight: You can see into the
you summon or create with a Ethereal Plane within 60 feet of you.
conjuration spell has 30 temporary hit o Greater Comprehension: You can read
points. any language.
o See Invisibility: You can see invisible
creatures and objects within 10 feet of
you that are within line of sight.
School of Divination (PHB):
• Level 14
o Greater Portent: You roll three d20s for
• Level 2
your Portent feature, rather than two.
o Divination Savant: The gold and time
you must spend to copy a divination
spell into your spellbook is halved.
o Portent: When you finish a long rest, roll
two d20s and record the numbers School of Enchantment (PHB):
rolled. You can replace any attack roll,
saving throw, or ability check made by • Level 2
you or a creature that you can see with o Enchantment Savant: The gold and time
one of these foretelling rolls. You must you must spend to copy an enchant-
choose to do so before the roll, and you ment spell into your spellbook is halved.
can replace a roll in this way only once o Hypnotic Gaze: As an action, choose one
per turn. Each foretelling roll can be creature that you can see within 5 feet
used only once. When you finish a long of you. If the target can see or hear you,
rest, you lose any unused foretelling it must succeed on a Wisdom saving
rolls. throw against your wizard spell save DC
or be charmed by you until the end of
• Level 6 your next turn. The charmed creature's
o Expert Divination: When you cast a speed drops to 0, and the creature is
divination spell of 2nd level or higher incapacitated and visibly dazed. On
using a spell slot, you regain one subsequent turns, you can use your
expended spell slot. The slot you regain action to maintain this effect, extending
must be of a level lower than the spell its duration until the end of your next
you cast and can't be higher than 5th turn. However, the effect ends if you
level. move more than 5 feet away from the
creature, if the creature can neither see
• Level 10 nor hear you, or if the creature takes
o The Third Eye: You can use your action to damage. Once the effect ends, or if the
increase your powers of perception. You creature succeeds on its initial saving

143
throw against this effect, you can't use Charisma modifier (minimum 1). You
this feature on that creature again until can make the creature forget less time,
you finish a long rest. and the amount of time can't exceed the
duration of your enchantment spell.
• Level 6
o Instinctive Charm: When a creature you
can see within 30 feet of you makes an
attack roll against you, you can use your School of Evocation (PHB):
reaction to divert the attack, provided
that another creature is within the • Level 2
attack’s range. The attacker must make o Evocation Savant: The gold and time you
a Wisdom saving throw against your must spend to copy an evocation spell
wizard spell save DC. On a failed save, into your spellbook is halved.
the attacker must target the creature o Sculpt Spells: When you cast an
that is closest to it, not including you or evocation spell that affects other
itself. If multiple creatures are closest, creatures that you can see, you can
the attacker chooses which one to choose a number of them equal to 1 +
target. On a successful save, you can't the spell's level. The chosen creatures
use this feature on the attacker again automatically succeed on their saving
until you finish a long rest. You must throws against the spell, and they take
choose to use this feature before no damage if they would normally take
knowing whether the attack hits or half damage on a successful save.
misses. Creatures that can't be charmed
are immune to this effect. • Level 6
o Potent Cantrip: Your damaging cantrips
• Level 10 affect even creatures that avoid the
o Split Enchantment: When you cast an brunt of the effect. When a creature
enchantment spell of 1st level or higher succeeds on a saving throw against your
that targets only one creature, you can cantrip, the creature takes half the
have it target a second creature. cantrip's damage (if any) but suffers no
additional effect from the cantrip.
• Level 14
o Alter Memories: When you cast an • Level 10
enchantment spell to charm one or o Empowered Evocation: You can add your
more creatures, you can alter one Intelligence modifier to a single damage
creature's understanding so that it roll of any wizard evocation spell you
remains unaware of being charmed. cast.
Additionally, once before the spell
expires, you can use your action to try to • Level 14
make the chosen creature forget some o Overchannel: When you cast a wizard
of the time it spent charmed. The spell of 1st to 5th level that deals
creature must succeed on an damage, you can deal maximum
Intelligence saving throw against your damage with that spell. The first time
wizard spell save DC or lose a number of you do so, you suffer no adverse effect.
hours of its memories equal to 1 + your If you use this feature again before you

144
finish a long rest, you take 2d12 necrotic misses you, and then the illusion
damage for each level of the spell, dissipates. Once you use this feature,
immediately after you cast it. Each time you can't use it again until you finish a
you use this feature again before short or long rest.
finishing a long rest, the necrotic
damage per spell level increases by • Level 14
1d12. This damage ignores resistance o Illusory Reality: When you cast an
and immunity. illusion spell of 1st level or higher, you
can choose one inanimate, nonmagical
object that is part of the illusion and
make that object real. You can do this
School of Illusion (PHB): on your turn as a bonus action while the
spell is ongoing. The object remains real
• Level 2 for 1 minute. For example, you can
o Illusion Savant: The gold and time you create an illusion of a bridge over a
must spend to copy an illusion spell into chasm and then make it real long
your spellbook is halved. enough for your allies to cross. The
o Improved Minor Illusion: When you cast object can't deal damage or otherwise
an evocation spell that affects other directly harm anyone.
creatures that you can see, you can
choose a number of them equal to 1 +
the spell's level. The chosen creatures
automatically succeed on their saving School of Necromancy (PHB):
throws against the spell, and they take
no damage if they would normally take • Level 2
half damage on a successful save. o Necromancy Savant: The gold and time
you must spend to copy a necromancy
• Level 6 spell into your spellbook is halved.
o Malleable Illusions: When you cast an o Grim Harvest: Once per turn when you
illusion spell that has a duration of 1 kill one or more creatures with a spell of
minute or longer, you can use your 1st level or higher, you regain hit points
action to change the nature of that equal to twice the spell's level, or three
illusion (using the spell's normal times its level if the spell belongs to the
parameters for the illusion), provided School of Necromancy. You don't gain
that you can see the illusion. this benefit for killing constructs or
undead.
• Level 10
o Illusory Self: You can create an illusory • Level 6
duplicate of yourself as an instant, o Undead Thralls: Add the animate dead
almost instinctual reaction to danger. spell to your spellbook if it is not there
Once per turn, when a creature makes already. When you cast animate dead,
an attack roll against you, you can use you can target one additional corpse or
your reaction to interpose the illusory pile of bones, creating another zombie
duplicate between the attacker and or skeleton, as appropriate. Whenever
yourself. The attack automatically you create an undead using a

145
necromancy spell, it has additional o Minor Alchemy: You perform a special
benefits: alchemical procedure on one object
▪ The creature's hit point maximum is composed entirely of wood, stone (but
increased by an amount equal to not a gemstone), iron, copper, or silver,
your wizard level. transforming it into a different one of
▪ The creature adds your proficiency those materials. For each 10 minutes
bonus to its weapon damage rolls. you spend performing the procedure,
you can transform up to 1 cubic foot of
• Level 10 material. After 1 hour, or until you lose
o Inured to Undeath: You have resistance your concentration (as if you were
to necrotic damage, and your hit point concentrating on a spell), the material
maximum can't be reduced. You have reverts to its original substance.
spent so much time dealing with undead
and the forces that animate them that • Level 6
you have become inured to some of o Transmuter’s Stone: You can spend 8
their worst effects. hours creating a transmuter's stone that
stores transmutation magic. You can
• Level 14 benefit from the stone yourself or give it
o Command Undead: As an action, you can to another creature. A creature gains a
choose one undead that you can see benefit of your choice as long as the
within 60 feet of you. That creature stone is in the creature's possession.
must make a Charisma saving throw Each time you cast a transmutation spell
against your wizard spell save DC. If it of 1st level or higher, you can change
succeeds, you can't use this feature on it the effect of your stone if the stone is on
again. If it fails, it becomes friendly to your person. If you create a new
you and obeys your commands until you transmuter's stone, the previous one
use this feature again. Intelligent ceases to function. When you create the
undead are harder to control in this stone, choose the benefit from the
way. If the target has an Intelligence of 8 following options:
or higher, it has advantage on the saving ▪ Darkvision out to a range of 60ft.
throw. If it fails the saving throw and has ▪ An increase to speed of 10 feet.
an Intelligence of 12 or higher, it can ▪ Proficiency in Constitution saving
repeat the saving throw at the end of throws
every hour until it succeeds and breaks ▪ Resistance to acid, cold, fire,
free. lightning, or thunder damage (your
choice whenever you choose this
benefit)

School of Transmutation (PHB): • Level 10


o Shapechanger: Add the polymorph spell
• Level 2 to your spellbook, if it is not there
o Transmutation Savant: The gold and already. You can cast polymorph
time you must spend to copy a without expending a spell slot. When
transmutation spell into your spellbook you do so, you can target only yourself
is halved. and transform into a beast whose

146
challenge rating is 1 or lower. Once you School of Bladesinging (SC):
cast polymorph in this way, you can't do
so again until you finish a short or long • Level 2
rest, though you can still cast it normally o Training in War and Song: You gain
using an available spell slot. proficiency with light armor, and you
gain proficiency with one type of one-
• Level 14 handed melee weapon of your choice.
o Master Transmuter: You can use your You also gain proficiency in the
action to consume the reserve of Performance skill if you don't already
transmutation magic stored within your have it.
transmuter's stone in a single burst. o Bladesong: You can invoke a secret
When you do so, choose one of the magic called the Bladesong, provided
following effects. Your transmuter's that you aren't wearing medium or
stone is destroyed and can't be remade heavy armor or using a shield. It graces
until you finish a long rest. you with supernatural speed, agility, and
▪ Major Transformation: You can focus. You can use a bonus action to
transmute one nonmagical object— start the Bladesong, which lasts for 1
no larger than a 5-foot cube—into minute. It ends early if you are
another nonmagical object of incapacitated, if you don medium or
similar size and mass and of equal heavy armor or a shield, or if you use
or lesser value. You must spend 10 two hands to make an attack with a
minutes handling the object to weapon. You can also dismiss the
transform it. Bladesong at any time you choose (no
▪ Panacea: You remove all curses, action required). You can use this
diseases, and poisons affecting a feature twice. You regain all expended
creature that you touch with the uses of it when you finish a short or long
transmuter's stone. The creature rest. While your Bladesong is active, you
also regains all its hit points. gain the following benefits:
▪ Restore Life: You cast the raise ▪ You gain a bonus to your AC equal
dead spell on a creature you touch to your Intelligence modifier
with the transmuter's stone, (minimum of +1).
without expending a spell slot or ▪ Your walking speed increases by 10
needing to have the spell in your feet.
spellbook. ▪ You have advantage on Acrobatics
▪ Restore Youth: You touch the checks.
transmuter's stone to a willing ▪ You gain a bonus to any
creature, and that creature's Constitution saving throw you make
apparent age is reduced by 3d10 to maintain your concentration on a
years, to a minimum of 13 years. spell. The bonus equals your
This effect doesn't extend the Intelligence modifier (minimum of
creature's lifespan. +1).

147
• Level 6 ▪ 3rd Level Spell Slot: Invisibility,
o Extra Attack: You can attack twice, superior healing, or water breathing
instead of once, whenever you take the ▪ 4th Level Spell Slot: Resistance
Attack action on your turn. o Infuse Scrolls: You can use your Arcane
Recovery ability to create a scroll
• Level 10 instead of regaining expended spell
o Song of Defense: When you take slots. You must finish a short rest, and
damage, you can use your reaction to then spend 10 minutes with parchment,
expend one spell slot and reduce that quill, and ink to create a spell scroll
damage to you by an amount equal to containing one spell chosen from those
five times the spell slot's level. you know. Subtract the spell’s level from
the total levels worth of slots you regain
• Level 14 using Arcane Recovery. This reduction to
o Song of Victory: You add your your Arcane Recovery applies until you
Intelligence modifier (minimum of +1) to use the scroll and then finish a long rest.
the damage of your melee weapon
attacks while your Bladesong is active. • Level 6
o Infuse Weapons and Armor: You spend
10 minutes focusing your magic on a
mundane weapon, suit of armor, shield,
School of Artificery (UA): or bundle of twenty pieces of
ammunition, and expend a spell slot to
infuse it with magical energy. The magic
• Level 2
item retains its enhancement for 8
o Infuse Potions: You can produce magic
hours or until used (in the case of magic
potions. You spend 10 minutes focusing
ammunition). You can infuse only one
your magic on a vial of mundane water
item at a time; if you infuse a second
and expend a spell slot to transform it
one, the first immediately loses its
into a potion. Once you have expended
potency. Once you have expended a
a spell slot to create a potion, you
spell slot to create such an item, you
cannot regain that slot until the potion
cannot regain that slot until the item
is consumed or after 1 week, at which
becomes nonmagical. The spell slot you
time the potion loses its effectiveness.
expend determines the type of weapon,
You can create up to three potions at a
armor, or shield you can create:
time; creating a fourth potion causes the
▪ 2nd Level Spell Slot: +1 ammunition
oldest currently active one to
(20 pieces)
immediately lose its potency. If that
▪ 3rd Level Spell Slot: +1 weapon or
potion has been consumed, its effects
+1 shield
immediately end. The spell slot you
▪ 4th Level Spell Slot: +1 armor
expend determines the type of potion
▪ 5th Level Spell Slot: +2 weapon or
you can create:
+2 ammunition (20 pieces)
▪ 1st Level Spell Slot: Climbing,
▪ 6th Level Spell Slot: +2 armor
growth, or healing
▪ 2nd Level Spell Slot: Mind reading
or greater healing

148
• Level 10 one ability score to another of your
o Superior Artificer: You can create a choice. Once you change a saving throw
second magic weapon, suit of armor, in this way, you can’t do so again until
shield, or bundle of ammunition using you finish a short or long rest.
your Infuse Weapons and Armor ability.
Attempting to infuse a third item causes • Level 6
the oldest one to immediately lose its o Alchemical Casting: When you cast a
potency. You can also create one spell with a spell slot, you can expend
additional potion or scroll using Infuse one additional spell slot to augment its
Potions or Infuse Scrolls. effects for this casting, mixing the raw
stuff of magic into your spell to amplify
• Level 14 it. The effect depends on the spell slot
o Master Artificer: You can create a single you expend:
item chosen from Magic Item Tables A ▪ An additional 1st-level spell slot can
and B in chapter 7 of the Dungeon increase the spell’s raw force. If you
Master’s Guide. It takes you 1 week to roll damage for the spell when you
produce such an item, and you must cast it, increase the damage against
rest for 1 month before using this ability every target by 2d10 force damage.
to craft another item. If the spell can deal damage on
more than one turn, it deals this
extra force damage only on the turn
you cast the spell.
School of Lore Mastery (UA): ▪ An additional 2nd-level spell slot
can increase the spell’s range. If the
spell’s range is at least 30 feet, it
• Level 2
becomes 1 mile.
o Lore Master: Your proficiency bonus is
▪ An additional 3rd-level spell slot can
doubled for any ability check you make
increase the spell’s potency.
that uses the Arcana, History, Nature, or
Increase the spell’s save DC by 2.
Religion skill if you are proficient in that
skill. In addition, when you roll initiative,
you may choose to use your Intelligence • Level 10
modifier instead of your Dexterity o Prodigious Memory: As a bonus action,
modifier. you can replace one spell you know with
o Spell Secrets: When you cast a spell with another spell from your wizard list. You
a spell slot and the spell deals acid, cold, can’t use this feature again until you
fire, force, lightning, necrotic, radiant, or finish a short or long rest, at which
thunder damage, you can substitute point, the original spell you knew
that damage type with one other type replaces the one you learned with this
from that list (you can change only one feature.
damage type per casting of a spell). You
replace one energy type for another by • Level 14
altering the spell’s formula as you cast o Master of Magic: As a bonus action, you
it. When you cast a spell with a spell slot can call to mind the ability to cast one
and the spell requires a saving throw, spell of your choice from any class’s
you can change the saving throw from spell list. The spell must be of a level for

149
which you have spell slots, you mustn’t you can spend one power surge to deal
have it prepared, and you follow the extra force damage to that target. The
normal rules for casting it, including extra damage equals half your wizard
expending a spell slot. If the spell isn’t a level.
wizard spell, it counts as a wizard spell
when you cast it. The ability to cast the • Level 10
spell vanishes from your mind when you o Durable Magic: While you maintain
cast it or when the current turn ends. concentration on a spell, you have a +2
You can’t use this feature again until you bonus to AC and all saving throws.
finish a long rest.
• Level 14
o Deflecting Shroud: When you use your
Arcane Deflection feature, you can
School of War Magic (XG): cause magical energy to arc from you.
Up to three creatures of your choice
• Level 2 that you can see within 60 feet of you
o Arcane Deflection: When you are hit by takes force damage equal to half your
an attack or fail a saving throw, you can wizard level.
use your reaction to gain a +2 bonus to
your AC against that attack or a +4
bonus to that saving throw. When you
use this feature, you can’t cast spells Forbidden School of Blood Magic
other than cantrips until the end of your (UA):
next turn.
o Tactical Wit: You gain a bonus to your • Level 2
initiative rolls equal to your Intelligence
o Blood Savant: You gain proficiency in
modifier. Medicine and double your proficiency
bonus to any check made with the skill,
• Level 6 instead of your normal proficiency
o Power Surge: You can store magical bonus. Furthermore, when you perform
energy within yourself to later empower the Arcane Recovery feature, you also
your damaging spells. In its stored form, regain 1 expended hit die.
this energy is called a power surge. You o Blood Magic: You can use a bonus action
can store a maximum number of power to call upon the power of blood by
surges equal to your intelligence either inflicting a minor or severe
modifier. Whenever you finish a long wound upon yourself.
rest, your number of power surges rests 1. Minor Wound: Expend one hit die
to one. Whenever you successfully end a without healing and gain 1 blood
spell with dispel magic or counterspell, point.
you gain one power surge, as you steal 2. Severe Wound: Expend two hit dice
magic from the spell you foiled. If you without healing and gain 2 blood
end a short rest with no power surges, points.
you gain one power surge. Once per o Blood Points: All unexpended blood
turn when you deal damage to a points vanish at the end of a long rest.
creature or object with a wizard spell, While you possess one or more blood

150
points, you gain the following features: • Level 6
1. Armor of Vitality: When you do not o Burn the Blood: You gain resistance to
wear armor, your AC equals 13 + psychic and fire damage. Furthermore,
your Constitution modifier. whenever you begin casting a spell of
2. Lifeblood: You gain advantage on 1st level or higher that deals psychic or
your first death saving throw of the fire damage, a wave of pain and anguish
day. erupts from you. This wave causes
o Blood Rituals: You can expend blood creatures of your choice within 10 feet
points to perform the following blood to suffer psychic or fire damage (you
rituals: choose each time you activate this
1. Blood Agony: When you hit a feature) equal to half your wizard level.
creature with a melee or spell o Cull the Blood: You learn to manipulate
attack, you can expend 1 or more the flow of blood, even if it is not your
blood points to deal psychic own, to either stem death or empower
damage to the target, in addition to your blood magic in the following ways:
the damage of the attack. The extra o Blood Siphon: When you reduce a
damage is 1d6 for 1 blood point, creature to 0 hit points with a melee or
plus 1d6 for each additional blood spell attack, and the creature dies, you
point, to a maximum of 5d6. At gain 1 blood point.
14th level, increase the damage die o Mark of Blood: When an attack scores a
of Blood Agony to a d8. critical hit against a living creature
2. Blood Sense: Expend 1 blood point within 10ft., you can spend 1 blood
as an action to focus your aware- point as a reaction. Until the end of your
ness upon the immediate area to next turn, you gain advantage on attack
reveal the presence of living rolls against the creature.
creatures. Until the end of your o Wellspring of Life: When you make a
next turn, you know the location of death saving throw and roll a 19-20, you
any beast, giant, or humanoid, can spend a blood point to regain 1d6
within 60 feet that is not behind hit points instead of normal. At 14th
total cover. You know the type of level, you can spend a blood point to
any being whose presence you gain 1d6 hit points when you roll a 18-
sense, but not the identity of the 20 on a death saving throw.
creature.
3. Fortitude of Blood: Expend 1 blood • Level 10
point as a bonus action to gain a o Inheritor of Blood: Should you drop to 0
bonus to Constitution saving hit points and do not die outright, you
throws, which lasts for 1 minute, can make a DC 10 Constitution saving
equal to your Intelligence modifier throw. If you succeed, one willing
(minimum of +1). You can invoke creature within 30 feet can expend one
this ritual twice. Afterward, you hit die and you regain a number of hit
cannot perform it again until you points equal to the result. Each time you
finish a short or long rest. use this feature after the first, increase
the DC by 5. When you finish a short or
long rest, reset the DC to 10.
o Soul Burn: As a bonus action on your

151
turn, expend one or more blood points o Reckless Casting: You can attempt to
to create one spell slot. For each blood cast a spell you don’t have prepared.
point you expend, roll 1d6 and consult When you use this ability, you use your
the following Creating Spell Slots table action and choose one of the following
for the result. You cannot create a spell options.
slot higher than 5th level. 1. Roll on the Reckless Casting table
1. 1st Level: 7+ for cantrips and cast the resulting
2. 2nd Level: 10+ spell as part of this action.
3. 3rd Level: 17+ 2. Expend a spell slot and roll twice on
4. 4th Level: 21+ the Reckless Casting table for its
5. 5th Level: 24+ level, or the 5th level table if the slot
is 6th level or higher. Pick which of
• Level 14 the two results you want to use and
o Blood Soul Magus: When you inflict a cast the resulting spell as part of
minor or severe wound through your this action.
Blood Magic feature, you gain a greater o Reckless Casting: Cantrips
number blood points. When you inflict a 1. acid splash
minor wound, instead gain 2 blood 2. chill touch
points, while you gain 4 blood points 3. fire bolt
from a severe wound. 4. light
5. poison spray
6. ray of frost
7. shocking grasp
School of Invention (UA): 8. sacred flame
9. thorn whip
10. Roll twice and cast each cantrip, but
• Level 2
if you roll another 10 on either die,
o Arcanomechanical Armor: You gain
you cast nothing, wasting your
proficiency with light armor and gain a
action.
suit of arcanomechanical armor, a magic
o Reckless Casting: Level 1 Spell Slot
item that only you can attune to. While
1. burning hands
you are attuned to it and wearing it, it
2. chromatic orb
grants you resistance to force damage.
3. color spray
The armor is light and provides an AC of
4. faerie fire
12 + your Dexterity modifier. It weighs 8
5. false life
pounds. You can create a new suit at the
6. fog cloud
end of a long rest by touching a
7. jump
nonmagical suit of studded leather
8. magic missile
armor, which magically transforms it.
9. thunderwave
Doing so removes the magic from your
10. Roll twice and cast each spell, but if
previous arcanomechanical armor,
you roll another 10 on either die,
turning it into nonmagical studded
you cast nothing, wasting your
leather.
action, but not your spell slot.
o Tools of the Inventor: You gain
o Reckless Casting: Level 2 Spell Slot
proficiency with two tools of your
1. blur
choice.

152
2. darkness 5. hold monster
3. enlarge/reduce 6. insect plague
4. gust of wind 7. mass cure wounds
5. invisibility 8. wall of force
6. levitate 9. wall of stone
7. Melf’s Acid Arrow 10. Roll twice and cast each spell, but if
8. scorching ray you roll another 10 on either die,
9. shatter you cast nothing, wasting your
10. Roll twice and cast each spell, but if action, but not your spell slot.
you roll another 10 on either die,
you cast nothing, wasting your • Level 6
action, but not your spell slot. o Alchemical Casting: When you cast a
o Reckless Casting: Level 3 Spell Slot spell while wearing your arcanomech-
1. blink anical armor and attuned to it, you can
2. fear spend one additional spell slot of 1st or
3. feign death 2nd level to alter the spell in the
4. fireball following ways:
5. fly ▪ 1st Level: When you cast a spell that
6. gaseous form deals acid, cold, fire, lightning, or
7. lightning bolt thunder damage, you can substitute
8. sleet storm that damage type for another one
9. stinking cloud from that list.
10. Roll twice and cast each spell, but if ▪ 2nd Level: If you roll damage for the
you roll another 10 on either die, spell when you cast it, increase that
you cast nothing, wasting your damage by 2d10 force damage
action, but not your spell slot. against one of the spell’s targets
o Reckless Casting: Level 4 Spell Slot this turn.
1. blight
2. confusion • Level 10
3. Evard’s black tentacles o Prodigious Inspiration: As a bonus
4. fire shield action, you can replace one spell you
5. greater invisibility have prepared with another spell from
6. ice storm your spellbook. You can’t use this ability
7. phantasmal killer again until you finish a short or long
8. stoneskin rest.
9. wall of fire
10. Roll twice and cast each spell, but if • Level 14
you roll another 10 on either die, o Controlled Chaos: Whenever you roll on
you cast nothing, wasting your a Reckless Casting table for a spell other
action, but not your spell slot. than a cantrip, you can roll on the table
o Reckless Casting: Level 5 Spell Slot that is one level higher than the
1. cloudkill expended spell slot.
2. cone of cold
3. destructive wave
4. flame strike

153
Artificer (UA):
• Hit Points
o Hit Dice: 1d8 per artificer level
o Hit Points at 1st level: 8 + Con Modifier
o Hit Points at Higher Levels: 1d8 + Con
Modifier per artificer level after 1st
• Proficiencies
o Armor: Light and medium armor
o Weapons: Simple weapons
o Tools: Thieves’ tools, two other tools or
your choice
o Saving Throws: Constitution,
Intelligence
o Skills: Choose two from Arcana,
Deception, History, Investigation,
Medicine, Nature, Religion, and Sleight
of Hand
• Equipment:
o a handaxe and a light hammer or (B) any
two simple weapons
o scale mail or (B) studded leather armor,
o A light crossbow and 20 bolts
o Thieves’ tools and a dungeoneer’s pack

• Level 1
o +2 Proficiency Bonus
o Artificer Specialist (Choose a Subclass)
o Magic Item Analysis: You know the
artificer spells detect magic and
identify, and you can cast them as
rituals. You don’t need to provide a
material component when casting
identify with this class feature.

• Level 2
o Tool Expertise: Your proficiency bonus
is doubled for any ability check you
make that uses any of the tool
proficiencies you gain from this class.

154
o Wondrous Invention: You gain the use none of the spell’s effects occur.
of a magic item that you have crafted. Instead, the spell transfers into that
Choose the item from the list of items item for later use if the item doesn’t
below. Crafting an item is a difficult already contain a spell from this
task. When you gain a magic item from feature. Any creature holding the item
this feature, it reflects long hours of thereafter can use an action to activate
study, tinkering, and experimentation the spell if the creature has an
that allowed you to finally complete Intelligence score of at least 6. The
the item. You are assumed to work on spell is cast using your spellcasting
this item in your leisure time and to ability, targeting the creature that
finish it when you level up. You activates the item. If the spell targets
complete another item of your choice more than one creature, the creature
when you reach certain levels in this that activates the item selects the
class: Bag of holding, cap of water additional targets. If the spell has an
breathing, Driftglobe, goggles of night, area of effect, it is centered on the
sending stones. item. If the spell’s range is self, it
targets the creature that activates the
• Level 3 item. When you infuse a spell in this
o Subclass Feature way, it must be used within 8 hours.
o Spellcasting: As part of your study of After that time, its magic fades and is
magic, you gain the ability to cast wasted. You can have a limited number
spells. of infused spells at the same time. The
o Spell Save DC: 8 + your proficiency number equals your Intelligence
bonus + your intelligence modifier modifier.
o Spell Attack Modifier: Your proficiency
bonus + your intelligence modifier. • Level 5
o Spellcasting Focus: You can use an o +3 Proficiency Bonus
arcane focus as a spellcasting focus. o Superior Attunement: You can now
o You gain two level 1 spell slots. attune to up to four, rather than three,
o You learn three level 1 spells. magic items at a time.
o Wondrous Invention: You gain the use
• Level 4 of a magic item that you have crafted.
o You gain one level 1 spell slot. Choose the item from the list of items
o You learn one level 1 spell. Additionally, below. Crafting an item is a difficult
you may replace one spell you know, task. When you gain a magic item from
with another that you have a spell slot this feature, it reflects long hours of
for. study, tinkering, and experimentation
o Ability Score Improvement or Choice of that allowed you to finally complete
Feat the item. You are assumed to work on
o Infuse Magic: When you cast an artificer this item in your leisure time and to
spell with a casting time of 1 action, finish it when you level up. You
you can increase its casting time to 1 complete another item of your choice
minute. If you do so and hold a when you reach certain levels in this
nonmagical item throughout the class: alchemy jug, helm of
casting, you expend a spell slot, but comprehending languages, lantern of

155
revealing, ring of swimming, robe of ▪ If you are the target of a melee
useful items, rope of climbing, wand of attack and the servant is within 5
magic detection, wand of secrets feet of the attacker, you can use
your reaction to command the
• Level 6 servant to respond, using its
o Mechanical Servant: Your research and reaction to make a melee attack
mastery of your craft allow you to against the attacker.
produce a mechanical servant. The
servant is a construct that obeys your • Level 7
commands without hesitation and o You gain one level 1 spell slot and two
functions in combat to protect you. level 2 spell slots.
Though magic fuels its creation, the o You learn one level 1 or 2 spell.
servant is not magical itself. You are Additionally, you may replace one spell
assumed to have been working on the you know, with another that you have
servant for quite some time, finally a spell slot for.
finishing it during a short or long rest
after you reach 6th level. Select a Large • Level 8
beast with a challenge rating of 2 or o You learn one level 1 or 2 spell.
less. The servant obeys your orders to Additionally, you may replace one spell
the best of its ability. In combat, it rolls you know, with another that you have
its own initiative and acts on its own. If a spell slot for.
the servant is killed, it can be returned o Ability Score Improvement or Choice of
to life via normal means, such as with Feat
the revivify spell. In addition, over the
course of a long rest, you can repair a • Level 9
slain servant if you have access to its o +4 Proficiency Bonus
body. It returns to life with 1 hit point o Subclass Feature
at the end of the rest. If the servant is
beyond recovery, you can build a new • Level 10
one with one week of work (eight o You gain one level 2 spell slot.
hours each day) and 1,000 gp of raw o You learn one level 1 or 2 spell.
materials. The servant uses that beast’s Additionally, you may replace one spell
game statistics, but it can look however you know, with another that you have
you like, as long as its form is a spell slot for.
appropriate for its statistics. It has the o Wondrous Invention: You gain the use
following modifications: of a magic item that you have crafted.
▪ It is a construct instead of a beast. Choose the item from the list of items
▪ It can’t be charmed. below. Crafting an item is a difficult
▪ It is immune to poison damage and task. When you gain a magic item from
the poisoned condition. this feature, it reflects long hours of
▪ It gains darkvision with a range of study, tinkering, and experimentation
60 feet if it doesn’t have it already. that allowed you to finally complete
▪ It understands the languages you the item. You are assumed to work on
can speak when you create it, but this item in your leisure time and to
it can’t speak. finish it when you level up. You

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complete another item of your choice this item in your leisure time and to
when you reach certain levels in this finish it when you level up. You
class: bag of beans, chime of opening, complete another item of your choice
decanter of endless water, eyes of when you reach certain levels in this
minute seeing, folding boat, Heward’s class: boots of striding and springing,
handy haversack bracers of archery, brooch of shielding,
broom of flying, hat of disguise, slippers
• Level 11 of spider climbing
o You learn one level 1 or 2 spell.
Addition-ally, you may replace one • Level 16
spell you know, with another that you o You gain one level 3 spell slot.
have a spell slot for. o You learn one level 1-3 spell. Addition-
ally, you may replace one spell you
• Level 12 know, with another that you have a
o Ability Score Improvement or Choice of spell slot for.
Feat o Ability Score Improvement or Choice of
Feat
• Level 13
o +5 Proficiency Bonus • Level 17
o You gain two level 3 spell slots. o +6 Proficiency Bonus
o You learn one level 1-3 spell. Addition- o Subclass Feature
ally, you may replace one spell you
know, with another that you have a • Level 18
spell slot for. o Ability Score Improvement or Choice of
Feat
• Level 14
o You learn one level 1-3 spell. Addition- • Level 19
ally, you may replace one spell you o You gain one level 4 spell slot.
know, with another that you have a o You learn one level 1-4 spell. Addition-
spell slot for. ally, you may replace one spell you
o Subclass Feature know, with another that you have a
spell slot for.
• Level 15
o Improved Superior Attunement: You • Level 20
can now attune to up to five, rather o You learn one level 1-4 spell. Addition-
than three, magic items at a time. ally, you may replace one spell you
o Wondrous Invention: You gain the use know, with another that you have a
of a magic item that you have crafted. spell slot for.
Choose the item from the list of items o Soul of Artifice: You can attune to up to
below. Crafting an item is a difficult six magic items at once. In addition,
task. When you gain a magic item from you gain a +1 bonus to all saving throws
this feature, it reflects long hours of per magic item you are currently
study, tinkering, and experimentation attuned to.
that allowed you to finally complete o Wondrous Invention: You gain the use
the item. You are assumed to work on of a magic item that you have crafted.

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Choose the item from the list of items these options, your Alchemist’s Satchel
below. Crafting an item is a difficult must be within reach. If an Alchemical
task. When you gain a magic item from Formula option requires a saving
this feature, it reflects long hours of throw, the DC is 8 + your proficiency
study, tinkering, and experimentation bonus + your Intelligence modifier
that allowed you to finally complete ▪ Alchemical Fire: As an action, you
the item. You are assumed to work on can reach into your Alchemist’s
this item in your leisure time and to Satchel, pull out a vial of volatile
finish it when you level up. You liquid, and hurl the vial at a
complete another item of your choice creature, object, or surface within
when you reach certain levels in this 30 feet of you (the vial and its
class: eyes of the eagle, gem of contents disappear if you don’t
brightness, gloves of missile snaring, hurl the vial by the end of the
gloves of swimming and climbing, ring current turn). On impact, the vial
of jumping, ring of mind shielding, detonates in a 5-foot radius. Any
wings of flying creature in that area must succeed
on a Dexterity saving throw or take
1d6 fire damage. This formula’s
damage increases by 1d6 when
Subclasses: you reach certain levels in this
class: 4th level (2d6), 7th level (3d6),
Alchemist (UA): 10th level (4d6), 13th level (5d6),
16th level (6d6), and 19th level
• Level 1 (7d6).
o Alchemist’s Satchel: You craft an ▪ Alchemical Acid: As an action, you
Alchemist’s Satchel, a bag of reagents can reach into your Alchemist’s
that you use to create a variety of Satchel, pull out a vial of acid, and
concoctions. The bag and its contents hurl the vial at a creature or object
are both magical, and this magic allows within 30 feet of you (the vial and
you to pull out exactly the right its contents disappear if you don’t
materials you need for your Alchemical hurl the vial by the end of the
Formula options, described below. current turn). The vial shatters on
After you use one of those options, the impact. A creature must succeed
bag reclaims the materials. If you lose on a Dexterity saving throw or take
this satchel, you can create a new one 1d6 acid damage. An object
over the course of three days of work automatically takes that damage,
(eight hours each day) by expending and the damage is maximized. This
100 gp worth of leather, glass, and formula’s damage increases by 1d6
other raw materials. when you reach certain levels in
o Alchemical Formula: You learn three this class: 3rd level (2d6), 5th level
Alchemical Formula options: (3d6), 7th level (4d6), 9th level
Alchemical Fire, Alchemical Acid, and (5d6), 11th level (6d6), 13th level
one other option of your choice. You (7d6), 15th level (8d6), 17th level
learn an additional formula of your (9d6), and 19th level (10d6).
choice at higher levels. To use any of

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▪ Healing Draught: As an action, you using this formula, you can’t do so
can reach into your Alchemist’s again for 1 minute.
Satchel and pull out a vial of ▪ Tanglefoot Bag: As an action, you
healing liquid. A creature can drink can reach into your Alchemist’s
it as an action to regain 1d8 hit Satchel and pull out a bag filled
points. The vial then disappears. with writhing, sticky black tar and
Once a creature regains hit points hurl it at a point on the ground
from this alchemical formula, the within 30 feet of you (the bag and
creature can’t do so again until it its contents disappear if you don’t
finishes a long rest. If not used, the hurl the bag by the end of the
vial and its contents disappear current turn). The bag bursts on
after 1 hour. While the vial exists, impact and covers the ground in a
you can’t use this formula. This 5- foot radius with sticky goo. That
formula’s healing increases by 1d8 area becomes difficult terrain for 1
when you reach certain levels in minute, and any creature that
this class: 3rd level (2d8), 5th level starts its turn on the ground in that
(3d8), 7th level (4d8), 9th level area has its speed halved for that
(5d8), 11th level (6d8), 13th level turn. After using this formula, you
(7d8), 15th level (8d8), 17th level can’t do so again for 1 minute.
(9d8), and 19th level (10d8). ▪ Thunderstone: As an action, you
▪ Smoke Stick: As an action, you can can reach into your Alchemist’s
reach into your Alchemist’s Satchel Satchel and pull out a crystalline
and pull out a stick that produces a shard and hurl it at a creature,
thick plume of smoke. You can object, or surface within 30 feet of
hold on to the stick or throw it to a you (the shard disappears if you
point up to 30 feet away as part of don’t hurl it by the end of the
the action used to produce it. The current turn). The shard shatters
area in a 10-foot radius around the on impact with a blast of
stick is filled with thick smoke that concussive energy. Each creature
blocks vision, including darkvision. within 10 feet of the point of
The stick and smoke persist for 1 impact must succeed on a
minute and then disappear. After Constitution saving throw or be
using this formula, you can’t do so knocked prone and pushed 10 feet
again for 1 minute. away from that point.
▪ Swift Step Draught: As a bonus
action, you can reach into your • Level 3
Alchemist’s Satchel and pull out a o Alchemical Formula: You learn a new
vial filled with a bubbling, brown Alchemical Formula option.
liquid. As an action, a creature can
drink it. Doing so increases the • Level 9
creature’s speed by 20 feet for 1 o Alchemical Formula: You learn a new
minute, and the vial disappears. If Alchemical Formula option.
not used, the vial and its contents
disappear after 1 minute. After

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• Level 14 a bonus action. If you lose your
o Alchemical Formula: You learn a new Thunder Cannon, you can create a new
Alchemical Formula option. one over the course of three days of
work (eight hours each day) by
• Level 17 expending 100 gp worth of metal and
o Alchemical Formula: You learn a new other raw materials.
Alchemical Formula option.
• Level 3
o Thunder Monger: You learn to channel
thunder energy into your Thunder
Gunsmith (UA): Cannon. As an action, you can make a
special attack with your Thunder
Cannon that deals an extra 1d6 thunder
• Level 1
damage on a hit. This extra damage
o Master Smith: You gain proficiency with
increases by 1d6 when you reach
smith’s tools, and you learn the
certain levels in this class: 5th level
mending cantrip.
(2d6), 7th level (3d6), 9th level (4d6),
o Arcane Magazine: You craft a leather
11th level (5d6), 13th level (6d6), 15th
bag used to carry your tools and
level (7d6), 17th level (8d6), and 19th
ammunition for your Thunder Cannon.
level (9d6).
Your Arcane Magazine includes the
powders, lead shot, and other
materials needed to keep that weapon • Level 9
functioning. You can use the Arcane o Blast Wave: You can channel force
Magazine to produce ammunition for energy into your Thunder Cannon. As
your gun. At the end of each long rest, an action, you can make a special
you can magically produce 40 rounds of attack with it. Rather than making an
ammunition with this magazine. After attack roll, you unleash force energy in
each short rest, you can produce 10 a 15-foot cone from the gun. Each
rounds. If you lose your Arcane creature in that area must make a
Magazine, you can create a new one as Strength saving throw with a DC of 8 +
part of a long rest, using 25 gp of your proficiency bonus + your
leather and other raw materials. Intelligence modifier. On a failed saving
o Thunder Cannon: You forge a deadly throw, a target takes 2d6 force damage
firearm using a combination of arcane and is pushed 10 feet away from you.
magic and your knowledge of This damage increases by 1d6 when
engineering and metallurgy. This you reach certain levels in this class:
firearm is called a Thunder Cannon. It is 13th level (3d6) and 17th level (4d6).
a ferocious weapon that fires leaden
bullets that can punch through armor • Level 14
with ease. You are proficient with the o Piercing Round: You can shoot lightning
Thunder Cannon. The firearm is a two- energy through your Thunder Cannon.
handed ranged weapon that deals 2d6 As an action, you can make a special
piercing damage. Its normal range is attack with it. Rather than making an
150 feet, and its maximum range if 500 attack roll, you cause the gun to
feet. Once fired, it must be reloaded as unleash a bolt of lightning, 5-feet wide

160
and 30-feet long. Each creature in that
area must make Dexterity saving
throws with a DC of 8 + your
proficiency bonus + your Intelligence
modifier. On a failed saving throw, a
target takes 4d6 lightning damage. This
damage increases to 6d6 when you
reach 19th level in this class.

• Level 17
o Explosive Round: You can channel fiery
energy into your Thunder Cannon. As
an action, you can make a special
attack with it. Rather than making an
attack roll, you launch an explosive
round from the gun. The round
detonates in a 30-foot radius sphere at
a point within range. Each creature in
that area must make a Dexterity saving
throw with a DC of 8 + your proficiency
bonus + your Intelligence modifier. On
a failed saving throw, a target takes
4d8 fire damage.

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Mystic (UA):
• Hit Points
o Hit Dice: 1d8 per mystic level
o Hit Points at 1st level: 8 + Con Modifier
o Hit Points at Higher Levels: 1d8 + Con
Modifier per mystic level after 1st
• Proficiencies
o Armor: Light armor
o Weapons: Simple weapons
o Tools: None
o Saving Throws: Intelligence, Wisdom
o Skills: Choose two from Arcana, History,
Insight, Medicine, Nature, Perception,
and Religion
• Equipment
o a spear or (B) a mace
o leather armor or (B) studded leather
armor
o a light crossbow and 20 bolts or (b) any
simple weapon
o a scholar’s pack or (B) explorer’s pack
o Alternatively, you can ignore the
equipment here and in your
background, and buy 5d4 x 10 gp worth
of equipment from Chapter 5 in the
Player’s Handbook.

• Mystic Quirk – d20


o 1: You never cut your hair
o 2: You refuse to wear clothes of a
specific color.
o 3: You never say your name.
o 4: You never wear footwear.
o 5: You always wear a mask.
o 6: You dye your hair bright blue or
green.
o 7: You pick a new name each day.
o 8: You never immerse yourself in water.
o 9: You sleep on bare earth.
o 10: You never consume alcohol.
o 11: You wear a veil to conceal your face.
o 12: You always wear a specific piece of
clothing.

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o 13: You refuse to light fires. like. The light lasts for 1 hour, and
o 14: You refuse to write things down, you can extinguish it earlier as a
instead using pictograms. bonus action.
o 15: You never sit on a chair, preferring ▪ Blade Meld: As a bonus action, a
to stand or sit on the floor. one-handed melee weapon you
o 16: You never answer to any name but hold becomes one with your hand.
your own. For the next minute, you can’t let
o 17: You write down the name of each go of the weapon nor can it be
creature you slay, and name ones that forced from your grasp.
are unnamed. ▪ Blind Spot: As an action, you erase
o 18: You consume only water and raw your image from the mind of one
vegetables. creature you can see within 120
o 19: You spend any money you earn feet of you; the target must
within 1 week of gaining it. succeed on a Wisdom saving
o 20: You often speak to an imaginary throw, or you are invisible to it
companion, and act only with its until the end of your next turn.
blessing. ▪ Delusion: As an action, you plant a
false belief in the mind of one
creature that you can see within 60
• Level 1 feet of you. You can create a sound
o+2 Proficiency Bonus or an image. Only the target of this
oMystic Order (Choose a Subclass) talent perceives the sound or
oPsionics: As a student of psionics, you image you create. If you create a
can master and use psionic talents and sound, its volume can range from a
disciplines. whisper to a scream. It can be your
o Psionic Disciplines: A psionic discipline voice, someone else's voice, a
is a rigid set of mental exercises that creature's roar, a musical
allows a mystic to manifest psionic instrument, or any other sound
power. Each psionic discipline has an you pick. It lasts for 1 minute. If
order, however, you are able to choose you create an object, it must fit
whichever disciplines you wish. You within a 5-foot cube and can’t
choose a discipline at level one. Every move or be reflective. The image
time you gain a Mystic level, you are can't create any effect that
able to replace a discipline you know influences a sense other than sight.
with one you do not. The image lasts for 1 minute, and it
o Psionic Talents: A psionic talent is a disappears if the creature touches
minor psionic effect you have it.
mastered. You learn one, and learn ▪ Energy Beam: As an action, you
more at additional levels: target one creature you can see
▪ Beacon: As a bonus action, you within 90 feet of you. The target
cause bright light to radiate from must succeed on a Dexterity saving
your body in a 20-foot radius and throw or take 1d8 acid, cold, fire,
dim light for an additional 20 feet. lightning, or thunder damage (your
The light can be colored as you choice). The talent’s damage

163
increases by 1d8 when you reach saving throw or take 1d10 psychic
5th level (2d8), 11th level (3d8), damage. The talent’s damage
and 17th level (4d8). increases by 1d10 when you reach
▪ Light Step: As a bonus action, you 5th level (2d10), 11th level (3d10),
alter your density and weight to and 17th level (4d10).
improve your mobility. For the rest ▪ Mystic Charm: As an action, you
of your turn, your walking speed beguile one humanoid you can see
increases by 10 feet, and the first within 120 feet of you. The target
time you stand up this turn, you do must succeed on a Charisma saving
so without expending any of your throw or be charmed by you until
movement if your speed is greater the end of your next turn.
than 0. ▪ Mystic Hand: You can use your
▪ Mind Meld: As a bonus action, you action to manipulate or move one
can communicate telepathically object within 30 feet of you. The
with one willing creature you can object can’t weigh more than 10
see within 120 feet of you. The pounds, and you can’t affect an
target must have an Intelligence of object being worn or carried by
at least 2, otherwise this talent another creature. If the object is
fails and the action is wasted. This loose, you can move it up to 30
communication can occur until the feet in any direction. This talent
end of the current turn. You don’t allows you to open an unlocked
need to share a language with the door, pour out a beer stein, and so
target for it to understand your on. The object falls to the ground
telepathic utterances, and it at the end of your turn if you leave
understands you even if it lacks a it suspended in midair.
language. You also gain access to ▪ Psychic Hammer: As an action, you
one memory of the target’s choice, try to grasp one creature you can
gaining perfect recall of one thing see within 120 feet of you, with a
it saw or did. hand crafted from telekinetic
▪ Mind Slam: As an action, you energy. The target must succeed
target one creature you can see on a Strength saving throw or take
within 60 feet of you. The target 1d6 force damage. If it takes any of
must succeed on a Constitution this damage and is Large or
saving throw or take 1d6 force smaller, you can move it up to 10
damage. If it takes any of this feet in a straight line in a direction
damage and is Large or smaller, it of your choice. You can’t lift the
is knocked prone. The talent’s target off the ground unless it is
damage increases by 1d6 when already airborne or underwater.
you reach 5th level (2d6), 11th The talent’s damage increases by
level (3d6), and 17th level (4d6). 1d6 when you reach 5th level
▪ Mind Thrust: As an action, you (2d6), 11th level (3d6), and 17th
target one creature you can see level (4d6).
within 120 feet of you. The target o You have a maximum of 4 Psi Points. o
must succeed on an Intelligence You have a Psi Limit of 2.

164
o Psychic Focus: As a bonus action, you o Ability Score Improvement or Choice of
can choose one of your psionic Feat
disciplines and gain its psychic focus o Strength of Mind: You can replace your
benefit. The benefit lasts until you are proficiency in Wisdom saving throws
incapacitated or until you use another whenever you finish a short or long
bonus action to choose a different rest. To do so, choose Strength,
focus benefit. You can have only one Dexterity, Constitution, or Charisma.
psychic focus benefit at a time, and You gain proficiency in saves using that
using the psychic focus of one discipline ability, instead of Wisdom. This change
doesn’t limit your ability to use other lasts until you finish your next short or
disciplines. long rest.
▪ Psionic Save DC: 8 + your
proficiency bonus + your • Level 5
Intelligence modifier o +3 Proficiency Bonus
▪ Psionic Attack Modifier: your o You learn one discipline.
proficiency bonus + your o You have a maximum of 27 Psi Points.
intelligence Modifier o You have a Psi Limit of 5.

• Level 2 • Level 6
o You have a maximum of 6 Psi Points. o Subclass Feature
o Mystical Recovery: Immediately after o You have a maximum of 32 Psi Points.
you spend psi points on a psionic
discipline, you can take a bonus action • Level 7
to regain hit points equal to the o You learn one discipline.
number of psi points you spent. o You have a maximum of 38 Psi Points.
o Telepathy: You can telepathically speak o You have a Psi Limit of 6.
to any creature you can see within 120
feet of you in this manner. You don’t • Level 8
need to share a language with the o Ability Score Improvement or Choice of
creature for it to understand your Feat
telepathic messages, but the creature o Potent Psionics: Once on each of your
must be able to understand at least turns when you hit a creature with a
one language or be telepathic itself. weapon, you can deal an extra 1d8
psychic damage to that target.
• Level 3 o You have a maximum of 44 Psi Points.
o Subclass Feature
o You learn one talent. • Level 9
o You learn one discipline. o +4 Proficiency Bonus
o You have a maximum of 14 Psi Points. o You learn one discipline.
o You have a Psi Limit of 3. o You have a maximum of 57 Psi Points.
o You have a Psi Limit of 7.
• Level 4
o You have a maximum of 17 Psi Points.

165
• Level 10 • Level 12
o Consumptive Power: When activating a o You learn one discipline.
psionic discipline, you can pay its psi o Ability Score Improvement or Choice of
point cost with your hit points, instead Feat
of using any psi points. Your current hit
points and hit point maximum are both • Level 13
reduced by the number of hit points o +5 Proficiency Bonus
you spend. This reduction can’t be o Psionic Mastery (Improved): You gain
lessened in any way, and the reduction an additional use of this feature, for a
to your hit point maximum lasts until total of two uses before a long rest is
you finish a long rest. Once you use this needed.
feature, you can’t use it again until you
finish a long rest. • Level 14
o You learn one talent. o Subclass Feature
o You have a maximum of 64 Psi Points. o Potent Psionics (Improved): Once on
each of your turns when you hit a
• Level 11 creature with a weapon, you can deal
o Psionic Mastery: As an action, you gain an extra 2d8 psychic damage to that
9 special psi points that you can spend target. In addition, you add your
only on disciplines that require an Intelligence modifier to any damage
action or a bonus action to use. You can roll you make for a psionic talent.
use all 9 points on one discipline, or
you can spread them across multiple • Level 15
disciplines. You can’t also spend your o You learn one discipline.
normal psi points on these disciplines; o Psionic Mastery (Improved): You gain
you can spend only the special points an additional use of this feature, for a
gained from this feature. When you total of three uses before a long rest is
finish a long rest, you lose any of these needed. Additionally, the pool of psi
special points that you haven’t spent. If points you gain from this feature
more than one of the disciplines you increases to 11.
activate with these points requires
concentration, you can concentrate on • Level 16
all of them. Activating one of them o Ability Score Improvement or Choice of
ends any effect you were already Feat
concentrating on, and if you begin
concentrating on an effect that doesn’t • Level 17
use these special points, the disciplines o +6 Proficiency Bonus
end that you’re concentrating on. You o You learn one talent.
have one use of this feature, and you o Psionic Mastery (Superior): You gain an
regain any expended use of it with a additional use of this feature, for a total
long rest. of four uses before a long rest is
needed.

166
• Level 18 • Level 3
o You learn one discipline. o Avatar of Battle: You project an
o You have a maximum of 71 Psi Points. inspiring aura. While you aren’t
incapacitated, each ally within 30 feet
• Level 19 of you who can see you gains a +2
o Ability Score Improvement or Choice of bonus to initiative rolls.
Feat
• Level 6
• Level 20 o Avatar of Healing: You project an aura
o Psionic Body: Your physical form is of resilience. While you aren’t
infused with psionic energy. You gain incapacitated, each ally within 30 feet
the following benefits: of you who can see you regains
▪ You gain resistance to additional hit points equal to your
bludgeoning, piercing, and slashing Intelligence modifier (minimum of 0)
damage. whenever they regain hit points from a
▪ You no longer age. psionic discipline.
▪ You are immune to disease, poison
damage, and the poisoned • Level 14
condition. o Avatar of Speed: You project an aura of
▪ If you die, roll a d20. On a 10 or speed. While you aren’t incapacitated,
higher, you discorporate with 0 hit any ally within 30 feet of you who can
points, instead of dying, and you see you can take the Dash action as a
fall unconscious. You and your gear bonus action.
disappear. You appear at a spot of
your choice 1d3 days later on the
plane of existence where you died,
having gained the benefits of one Order of the Awakened (UA):
long rest.
• Level 1
o Bonus Disciplines: You learn two
additional psionic disciplines of your
Subclasses: choice. They must be chosen from
among the Awakened disciplines.
o Awakened Talent: You gain proficiency
Order of the Avatar (UA): with two of the following skills of your
choice: Animal Handling, Deception,
• Level 1 Insight, Intimidation, Investigation,
o Bonus Disciplines: You learn two Perception, and Persuasion.
additional psionic disciplines of your
choice. They must be chosen from • Level 3
among the Avatar disciplines. o Psionic Investigation: If you hold an
o Armor Training: You gain proficiency object and concentrate on it for 10
with medium armor and shields. minutes (as if concentrating on a

167
psionic discipline), you learn a few basic willingly end your movement in their
facts about it. You gain a mental image spaces. The form lasts for 10 minutes
from the object’s point of view, or until you use an action to end it.
showing the last creature to hold the Once you use this feature, you can’t
object within the past 24 hours. You use it again until you finish a long rest.
also learn of any events that have
occurred within 20 feet of the object
within the past hour. The events you
perceive unfold from the object’s Order of the Immortal (UA):
perspective. You see and hear such
events as if you were there, but can’t • Level 1
use other senses. Additionally, you can o Bonus Disciplines: You learn two
embed an intangible psionic sensor additional psionic disciplines of your
within the object. For the next 24 choice. They must be chosen from
hours, you can use an action to learn among the Immortal disciplines.
the object’s location relative to you (its o Immortal Durability: Your hit point
distance and direction) and to look at maximum increases by 1 per mystic
the object’s surroundings from its point level. In addition, while you aren’t
of view as if you were there. This wearing armor or wielding a shield,
perception lasts until the start of your your base AC equals 10 + your Dexterity
next turn. Once you use this feature, modifier + your Constitution modifier.
you can’t use it again until you finish a
rest. • Level 3
o Psionic Resilience: At the start of each
• Level 6 of your turns, you gain temporary hit
o Psionic Surge: You can impose points equal to your Intelligence
disadvantage on a target’s saving throw modifier (minimum of 0) if you have at
against a discipline or talent you use, least 1 hit point.
but at the cost of using your psychic
focus. Your psychic focus immediately
• Level 6
ends if it’s active, and you can’t use it o Surge of Health: As a reaction when you
until you finish a short or long rest. You
take damage, you can halve that
can’t use this feature if you can’t use damage against you. Your psychic focus
your psychic focus. immediately ends if it’s active, and you
can’t use it until you finish a short or
• Level 14 long rest. You can’t use this feature if
o Spectral Form: You gain the ability to you can’t use your psychic focus.
become a ghostly figure of psionic
energy. As an action, you can transform • Level 14
into a transparent, ghostly version of o Immortal Will: At the end of your turn
yourself. While in this form, you have while at 0 hit points, you can spend 5
resistance to all damage, move at half psi points to immediately regain a
speed, and can pass through objects number of hit points equal to your
and creatures while moving but can’t

168
mystic level + your Constitution Order of the Soul Knife (UA):
modifier.
• Level 1
Order of the Nomad (UA): o MartIal Training: You gain proficiency
with medium armor and martial
• Level 1 weapons.
o Bonus Disciplines: You learn two o Soul Knife: As a bonus action, you
additional psionic disciplines of your create scintillating knives of energy that
choice. They must be chosen from project from both of your fists. You
among the Nomad disciplines. can’t hold anything in your hands while
o Breadth of Knowledge: When you finish manifesting these blades. You can
a long rest, you gain two proficiencies dismiss them as a bonus action. For
of your choice: two tools, two skills, or you, a soul knife is a martial melee
one of each. You can replace one or weapon with the light and finesse
both of these selections with properties. It deals 1d8 psychic damage
languages. This benefit lasts until you on a hit. As a bonus action, you can
finish a long rest. prepare to use the blades to parry; you
gain a +2 bonus to AC until the start of
• Level 3 your next turn or until you are
o Memory of One Thousand Steps: As a incapacitated.
reaction when you are hit by an attack,
you can teleport to an unoccupied • Level 3
space that you occupied since the start o Hone the Blade: You gain a bonus to
of your last turn, and the attack misses attack and damage rolls with your soul
you. Once you use this feature, you knives depending on the number of psi
can’t use it again until you finish a short points spent, as shown on the table
or long rest. below. This bonus lasts for 10 minutes.
▪ 2 Psi Points: +1
• Level 6 ▪ 5 Psi Points: +2
o Superior Teleportation: When you use a ▪ 7 Psi Points: +4
psionic discipline to teleport any
distance, you can increase that distance • Level 6
by up to 10 feet. o Consumptive Knife: Whenever you slay
an enemy creature with a soul knife
• Level 14 attack, you immediately regain 2 psi
o Effortless Journey: Once on each of points.
your turns, you can forfeit up to 30 feet
of your movement to teleport the • Level 14
distance you forfeited. You must o Phantom Knife: As an action, you can
teleport to an unoccupied space you make one attack with your soul knife.
can see. Treat the target’s AC as 10 against this
attack, regardless of the target’s actual
AC.

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Order of the Wu Jen (UA): ▪ 2nd Level Spell Slot: 3 Psi Points
▪ 3rd Level Spell Slot: 5 Psi Points
• Level 1 ▪ 4th Level Spell Slot: 6 Psi Points
o Bonus Disciplines: You learn two ▪ 5th Level Spell Slot: 7 Psi Points
additional psionic disciplines of your
choice. They must be chosen from • Level 14
among the Wu Jen disciplines. o Elemental Mastery: If you have
o Hermit’s Study: You gain proficiency resistance to a type of damage, you can
with two of the following skills of your spend 2 psi points as a reaction when
choice: Animal Handling, Arcana, you take damage of that type to ignore
History, Insight, Medicine, Nature, that damage; you gain immunity to that
Perception, Religion, or Survival. damage type until the end of your next
turn.
• Level 3
o Elemental Attunement: When a
creature’s resistance reduces the
damage dealt by a psionic discipline of
yours, you can spend 1 psi point to
cause that use of the discipline to
ignore the creature’s resistance. You
can’t spend this point if doing so would
increase the discipline’s cost above
your psi limit.

• Level 6
o Arcane Dabbler: You learn three wizard
spells of your choice and always have
them prepared. The spells must be of
1st through 3rd level. As a bonus
action, you can spend psi points to
create spell slots that you can use to
cast these spells, as well as other spells
you are capable of casting. The psi-
point cost of each spell slot is detailed
on the table below. The spell slot
remains until you use it or finish a long
rest. You must observe your psi limit
when spending psi points to create a
spell slot. Whenever you gain a level in
this class, you can replace one of the
chosen wizard spells with a different
wizard spell of 1st through 3rd level.
▪ 1st Level Spell Slot: 2 Psi Points

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Mystic Disciplines: • Aura Sight: (Awakened
Discipline) You refocus your sight to
• Adaptive Body: (Immortal see the energy that surrounds all
creatures. You perceive auras, energy
Discipline) You can alter your body signatures that can reveal key elements
to match your surroundings, allowing of a creature’s nature.
you to withstand punishing o Psychic Focus. While focused on this
environments. With greater psi energy, discipline, you have advantage on
you can extend this protection to Insight checks.
others. o Assess Foe (2 psi). As a bonus action,
o Psychic Focus. While focused on this you analyze the aura of one creature
discipline, you don’t need to eat, you see. You learn its current hit point
breathe, or sleep. To gain the benefits total and all its immunities, resistances,
of a long rest, you can spend 8 hours and vulnerabilities.
engaged in light activity, rather than o Read Moods (2 psi). As a bonus action,
sleeping during any of it. you learn a one-word summary of the
o Environmental Adaptation (2 psi). As an emotional state of up to six creatures
action, you or a creature you touch you can see, such as happy, confused,
ignores the effects of extreme heat or afraid, or violent.
cold (but not cold or fire damage) for o View Aura (3 psi; conc., 1 hr.). As an
the next hour. action, you study one creature’s aura.
o Adaptive Shield (3 psi). When you take Until your concentration ends, while
acid, cold, fire, lightning, or thunder you can see the target, you learn if it’s
damage, you can use your reaction to under the effect of any magical or
gain resistance to damage of that psionic effects, its current hit point
type—including the triggering total, and its basic emotional state.
damage— until the end of your next While this effect lasts, you have
turn. advantage on Wisdom (Insight) and
o Energy Adaptation (5 psi; conc., 1 hr.). Charisma checks you make against it.
As an action, you can touch one o Perceive the Unseen (5 psi; conc., 1
creature and give it resistance to acid, min.). As a bonus action, you gain the
cold, fire, lightning, or thunder damage ability to see auras even of invisible or
(your choice), which lasts until your hidden creatures. Until your
concentration ends. concentration ends, you can see all
o Energy Immunity (7 psi; conc., 1 hr.). As creatures, including hidden and
an action, you can touch one creature invisible ones, regardless of lighting
and give it immunity to acid, cold, fire, conditions.
lightning, or thunder damage (your
choice), which lasts until your
concentration ends.

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• Bestial Form: (Immortal o Tough Hide (2 psi). Your skin becomes
as tough as leather; you gain a +2
Discipline) You transform your body, bonus to AC.
gaining traits of different beasts.
o Psychic Focus. While focused on this
discipline, you have advantage on
• Brute Force: (Immortal
Animal Handling checks.
o Bestial Claws (1–7 psi). You manifest Discipline) You augment your
long claws for an instant and make a natural strength with psionic energy,
melee weapon attack against one granting you the ability to achieve
creature within 5 feet of you. On a hit, incredible feats of might.
this attack deals 1d10 slashing damage o Psychic Focus. While focused on this
per psi point spent. discipline, you have advantage on
o Bestial Transformation. As a bonus Athletics checks.
action, you alter your physical form to o Brute Strike (1–7 psi). As a bonus
gain different characteristics. When action, you gain a bonus to your next
you use this ability, you can choose one damage roll against a target you hit
or more of the following effects. Each with a melee attack during the current
effect has its own psi point cost. Add turn. The bonus equals +1d6 per psi
them together to determine the total point spent, and the bonus damage is
cost. This transformation lasts for 1 the same type as the attack. If the
hour, until you die, or until you end it attack has more than one damage type,
as a bonus action. you choose which one to use for the
o Amphibious (2 psi). You gain gills; you bonus damage.
can breathe air and water. o Knock Back (1–7 psi). When you hit a
o Climbing (2 psi). You grow tiny hooked target with a melee attack, you can
claws that give you gain a climbing activate this ability as a reaction. The
speed equal to your walking speed. target must succeed on a Strength
o Flight (5 psi). Wings sprout from your saving throw or be knocked 10 feet
back. You gain a flying speed equal to away from you per psi point spent. The
your walking speed. target moves in a straight line. If it hits
o Keen Senses (2 psi). Your eyes and ears an object, this movement immediately
become more sensitive. You gain ends and the target takes 1d6
advantage on Perception checks. bludgeoning damage per psi point
o Perfect Senses (3 psi). You gain a keen spent.
sense of smell and an instinct to detect o Mighty Leap (1–7 psi). As part of your
prey. You can see invisible creatures movement, you jump in any direction
and objects within 10 feet of you, even up to 20 feet per psi point spent.
if you are blinded. o Feat of Strength (2 psi). As a bonus
o Swimming (2 psi). You gain fins and action, you gain a +5 bonus to Strength
webbing between your fingers and checks until the end of your next turn.
toes; you gain a swimming speed equal
to your walking speed.

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• Celerity: (Immortal Discipline) spent on a failed save, or half as much
You channel psionic power into your damage on a successful one.
body, honing your reflexes and agility to o Venom Strike (1–7 psi). As an action,
an incredible degree. The world seems you create a poison spray that targets
to slow down while you continue to one creature you can see within 30 feet
move as normal. of you. The target must make a
o Psychic Focus. While focused on this Constitution saving throw. On a failed
discipline, your walking speed increases save, it takes 1d6 poison damage per
by 10 feet. psi point spent and is poisoned until
o Rapid Step (1–7 psi). As a bonus action, the end of your next turn. On a
you increase your walking speed by 10 successful save, the target takes half as
feet per psi point spent until the end of much damage and isn’t poisoned.
the current turn. If you have a climbing o Acid Spray (2 psi). As a reaction when
or swimming speed, this increase you take piercing or slashing damage,
applies to that speed as well. you cause acid to spray from your
o Agile Defense (2 psi). As a bonus action, wound; each creature within 5 feet of
you take the Dodge action. you takes 2d6 acid damage.
o Blur of Motion (2 psi). As an action, you o Breath of the Black Dragon (5 psi). You
cause yourself to be invisible during exhale a wave of acid in a 60-foot line
any of your movement during the that is 5 feet wide. Each creature in the
current turn. line must make a Constitution saving
o Surge of Speed (2 psi). As a bonus throw, taking 6d6 acid damage on a
action, you gain two benefits: you don’t failed save, or half as much on a
provoke opportunity attacks, and you successful one. You can increase the
have a climbing speed equal to your damage by 1d6 per additional psi point
walking speed. spent on it.
o Surge of Action (5 psi). As a bonus o Breath of the Green Dragon (7 psi). You
action, you can Dash or make one exhale a cloud of poison in a 90-foot
weapon attack. cone. Each creature in the line must
make a Constitution saving throw,
taking 10d6 poison damage on a failed
save, or half as much damage on a
• Corrosive Metabolism: successful one.
(Immortal Discipline)
Your control over your body allows you
to deliver acid or poison attacks. • Crown of Despair: (Avatar
o Psychic Focus. While focused on this
discipline, you have resistance to acid Discipline) You have learned to
and poison damage. harvest seeds of despair in a creature’s
o Corrosive Touch (1–7 psi). As an action, psyche, wracking it with self-doubt and
you deliver a touch of acid to one inaction.
creature within your reach. The target o Psychic Focus. While focused on this
must make a Dexterity saving throw, discipline, you have advantage on
taking 1d10 acid damage per psi point Intimidation checks.

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o Crowned in Sorrow (1–7 psi). As an • Crown of Disgust: (Avatar
action, one creature you can see within
60 feet of you must make a Charisma
Discipline) You cause a creature to
saving throw. On a failed save, it takes be flooded with emotions of disgust.
1d8 psychic damage per psi point spent o Psychic Focus. While you are focused on
and it can’t take reactions until the this discipline, the area in a 5-foot
start of its next turn. On a successful radius around you is difficult terrain for
save, it takes half as much damage. any enemy that isn’t immune to being
o Call to Inaction (2 psi; conc., 10 min.). If frightened.
you spend 1 minute conversing with a o Eye of Horror (1–7 psi). As an action,
creature, you can attempt to seed it choose one creature you can see within
with overwhelming ennui. At the end of 60 feet of you. The target must make a
the minute, you can use an action to Charisma saving throw. On a failed
force the creature to make a Wisdom save, it takes 1d6 psychic damage per
saving throw. The save automatically psi point spent and can’t move closer
succeeds if the target is immune to to you until the end of its next turn. On
being charmed. On a failed save, it sits a successful save, it takes half as much
and is incapacitated until your damage.
concentration ends. This effect o Wall of Repulsion (3 psi; conc., 10 min.).
immediately ends if the target or any As an action, you create an invisible,
ally it can see is attacked or takes insubstantial wall of energy within 60
damage. On a successful save, the feet of you that is up to 30 feet long, 10
creature is unaffected and has no feet high, and 1 foot thick. The wall
inkling of your attempt to bend its will. lasts until your concentration ends. Any
o Visions of Despair (3 psi). As an action, creature attempting to move through it
you force one creature you can see must make a Wisdom saving throw. On
within 60 feet of you to make a a failed save, a creature can’t move
Charisma saving throw. On a failed through the wall until the start of its
save, it takes 3d6 psychic damage, and next turn. On a successful save, the
its speed is reduced to 0 until the end creature can pass through it. A creature
of its next turn. On a successful save, it must make this save whenever it
takes half as much damage. You can attempts to pass through the wall,
increase the damage by 1d6 per whether willingly or unwillingly.
additional psi point spent on it. o Visions of Disgust (5 psi; conc., 1 min.).
o Dolorous Mind (5 psi; conc., 1 min.). As You cause a creature to regard all other
an action, you choose one creature you beings as horrid, alien entities. As an
can see within 60 feet of you. It must action, choose one creature you can
succeed on a Charisma saving throw, or see within 60 feet of you. The target
it is incapacitated and has a speed of 0 must make a Wisdom saving throw. On
until your concentration ends. It can a failed save, it takes 5d6 psychic
repeat this saving throw at the end of damage, and until your concentration
each of its turns, ending the effect on ends, it takes 1d6 psychic damage per
itself on a success. creature within 5 feet of it at the end of
each of its turns. On a successful save,

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the target takes only half the initial creature, you can attempt to leave a
damage and suffers none of the other simmering violence in its mind. At the
effects. end of the minute, you can use an
o World of Horror (7 psi; conc., 1 min.). As action to force the creature to make a
an action, choose up to six creatures Wisdom saving throw to resist feeling
within 60 feet of you. Each target must violent urges against one creature you
make a Charisma saving throw. On a describe to it or name. The save
failed save, a target takes 8d6 psychic automatically succeeds if the target is
damage, and it is frightened until your immune to being charmed. On a failed
concentration ends. On a successful save, the target attacks the chosen
save, a target takes half as much creature if it sees that creature before
damage. While frightened by this your concentration ends, using
effect, a target’s speed is reduced to 0, weapons or spells against a creature it
and the target can use its action, and was already hostile toward or unarmed
any bonus action it might have, only to strikes against an ally or a creature it
make melee attacks. The frightened was neutral toward. Once the fight
target can repeat the saving throw at starts, it continues to attack for 5
the end of each of its turns, ending the rounds before this effect ends. This
effect on itself on a success. effect immediately ends if the target or
any ally it can see is attacked or takes
damage from any creature other than
• Crown of Rage: (Avatar the one it has been incited against. On
a successful save, the creature is
Discipline) You place a mote of pure unaffected and has no inkling of your
fury within a creature’s mind, causing its attempt to bend its will.
bloodlust to overcome its senses and for o Mindless Courage (2 psi). You cause a
it to act as you wish it to. creature's bloodlust to overcome its
o Psychic Focus. While you are focused on sense of preservation. As a bonus
this discipline, any enemy within 5 feet action, choose one creature you can
of you that makes a melee attack roll see within 60 feet of you. The target
against creatures other than you does must succeed on a Wisdom saving
so with disadvantage. throw or, until the end of your next
o Primal Fury (1–7 psi). As an action, turn, it can’t willingly move unless its
choose one creature you can see within movement brings it closer to its nearest
60 feet of you. The target must succeed enemy that it can see. The save
on a Charisma saving throw or take 1d6 automatically succeeds if the target is
psychic damage per psi point spent on immune to being charmed.
this ability and immediately use its o Punishing Fury (5 psi; conc., 1 min.). You
reaction to move its speed in a straight cause a creature's rage to grow so hot
line toward its nearest enemy. The save that it attacks without heeding its own
automatically succeeds if the target is safety. As a bonus action, choose one
immune to being charmed. creature you can see within 60 feet of
o Fighting Words (2 psi; conc., 10 min.). If you. The target must succeed on a
you spend 1 minute conversing with a Wisdom saving throw or, until your

175
concentration ends, any creature through gaps up to 1 inch across
within 5 feet of it can use a reaction to without squeezing, and you can’t make
make a melee attack against it weapon attacks.
whenever the target makes a melee
attack. The save automatically succeeds
if the target is immune to being • Giant Growth: (Immortal
charmed.
Discipline) You infuse yourself with
psionic energy to grow to tremendous
size, bolstering your strength and
• Diminution: (Immortal durability.
Discipline) You manipulate the o Psychic Focus. While focused on this
matter that composes your body, discipline, your reach increases by 5
drastically reducing your size without feet.
surrendering any of your might. o Ogre Form (2 psi; conc., 1 min.). As a
o Psychic Focus. While focused on this bonus action, you gain 10 temporary
discipline, you have advantage on hit points. In addition, until your
Stealth checks. concentration ends, your melee
o Miniature Form (2 psi; conc., 10 min.). weapon attacks deal an extra 1d4
As a bonus action, you become Tiny bludgeoning damage on a hit, and your
until your concentration ends. While reach increases by 5 feet. If you’re
this size, you gain a +5 bonus to Stealth smaller than Large, you also become
checks and can move through gaps up Large for the duration.
to 6 inches across without squeezing. o Giant Form (7 psi; conc., 1 min.). As a
o Toppling Shift (2 psi). As a bonus action, bonus action, you gain 30 temporary
you shift to an incredibly small size and hit points. In addition, until your
then suddenly return to normal, concentration ends, your melee
sending an opponent flying backward. weapon attacks deal an extra 2d6
Choose one creature you can see bludgeoning damage on a hit, and your
within 5 feet of you. It must succeed on reach increases by 10 feet. If you’re
a Strength saving throw or be knocked smaller than Huge, you also become
prone. Huge for the duration.
o Sudden Shift (5 psi). As a reaction when
you are hit by an attack, you shift down
to minute size to avoid the attack. The • Intellect Fortress: (Awakened
attack misses, and you move up to 5
feet without provoking opportunity
Discipline) You forge an indomitable
attacks before returning to normal size. wall of psionic energy around your
o Microscopic Form (7 psi; conc., 10 mind—one that allows you to launch
min.). As a bonus action, you become counterattacks against your opponents.
smaller than Tiny until your o Psychic Focus. While focused on this
concentration ends. While this size, you discipline, you gain resistance to
gain a +10 bonus to Stealth checks and psychic damage.
a +5 bonus to AC, you can move

176
o Psychic Backlash (2 psi). As a reaction, o Iron Resistance (7 psi; conc., 1 hr.). As
you can impose disadvantage on an an action, you gain resistance to
attack roll against you if you can see bludgeoning, piercing, or slashing
the attacker. If the attack still hits you, damage (your choice), which lasts until
the attacker takes 2d10 psychic your concentration ends.
damage.
o Psychic Parry (1–7 psi). As a reaction
when you make an Intelligence, a • Mantle of Awe: (Awakened
Wisdom, or a Charisma saving throw,
you gain a +1 bonus to that saving Discipline) You learn to use psionic
throw for each psi point you spend on energy to manipulate others with a
this ability. You can use this ability after subtle combination of psi and your own,
rolling the die but before the DM natural charm.
reveals the outcome. o Psychic Focus. While focused on this
o Psychic Redoubt (5 psi; conc., 10 min.). discipline, you gain a bonus to
As an action, you create a field of Charisma checks. The bonus equals half
protective psychic energy. Choose any your Intelligence modifier (minimum of
number of creatures within 30 feet of +1).
you. Until your concentration ends, o Charming Presence (1–7 psi). As an
each target has resistance to psychic action, you exert an aura of
damage and advantage on Intelligence, sympathetic power. Roll 2d8 per psi
Wisdom, and Charisma saving throws. point spent on this ability; the total is
how many hit points worth of creatures
this option can affect. Creatures within
30 feet of you are affected in ascending
• Iron Durability: (Immortal order of their hit point maximums,
Discipline) You transform your body ignoring incapacitated creatures,
to become a living metal, allowing you creatures immune to being charmed,
to shrug off attacks that would cripple and creatures engaged in combat.
weaker creatures. Starting with the creature that has the
o Psychic Focus. While focused on this lowest hit point maximum, each
discipline, you gain a +1 bonus to AC. creature affected by this option is
o Iron Hide (1–7 psi). As a reaction when charmed by you for 10 minutes,
you are hit by an attack, you gain a +1 regarding you as a friendly
bonus to AC for each psi point you acquaintance. Subtract each creature’s
spend on this ability. The bonus lasts hit point maximum from the total
until the end of your next turn. This before moving on to the next creature.
bonus applies against the triggering A creature’s hit point maximum must
attack. be equal to or less than the remaining
o Steel Hide (2 psi). As a bonus action, total for that creature to be affected.
you gain resistance to bludgeoning, o Center of Attention (2 psi; conc., 1
piercing, and slashing damage until the min.). As an action, you exert an aura of
end of your next turn. power that grabs a creature's
attention. Choose one creature you can

177
see within 60 feet of you. It must make move up to half their speed, following a
a Charisma saving throw. On a failed path of your choice.
save, the creature is so thoroughly o Commander’s Sight (2 psi; conc., 1
distracted by you that all other rnd.). As an action, choose one
creatures are invisible to it until your creature you can see within 60 feet of
concentration ends. This effect ends if you. Until the start of your next turn,
the creature can no longer see or hear your allies have advantage on attack
you or if it takes damage. rolls against that target.
o Invoke Awe (7 psi; conc., 10 min.). As an o Command to Strike (3 psi). As an action,
action, you exert an aura that inspires choose one ally you can see within 60
awe in others. Choose up to 5 creatures feet of you. That ally can use their
you can see within 60 feet of you. Each reaction to immediately take the Attack
target must succeed on an Intelligence action. You choose the targets.
saving throw or be charmed by you o Strategic Mind (5 psi; conc., 1 min.). As
until your concentration ends. While an action, you exert an aura of trust
charmed, the target obeys all your and command that unites your allies
verbal commands to the best of its into a cohesive unit. Until your
ability and without doing anything concentration ends, any ally within 60
obviously self-destructive. The charmed feet of you on their turn can, as a
target will attack only creatures that it bonus action, take the Dash or
has seen attack you since it was Disengage action or roll a d4 and add
charmed or that it was already hostile the number rolled to each attack roll
toward. At the end of each of its turns, they make that turn.
it can repeat the saving throw, ending o Overwhelming Attack (7 psi). As an
the effect on itself on success. action, choose up to five allies you can
see within 60 feet of you. Each of those
allies can use their reaction to take the
• Mantle of Command: (Avatar Attack action. You choose the targets
of the attacks.
Discipline) You exert an aura of trust
and authority, enhancing the
coordination among your allies.
• Mantle of Courage: (Avatar
o Psychic Focus. While focused on this
discipline, when you end your turn and Discipline) You focus your mind on
didn’t move during it, you can use your courage, radiating confidence and
reaction to allow one ally you can see bravado to your allies.
within 30 feet of you to move up to half o Psychic Focus. While focused on this
their speed, following a path of your discipline, you and allies within 10 feet
choice. To move in this way, the ally of you who can see you have
mustn’t be incapacitated. advantage on saving throws against
o Coordinated Movement (2 psi). As a being frightened.
bonus action, choose up to five allies o Incite Courage (2 psi). As a bonus
you can see within 60 feet of you. Each action, choose up to six creatures you
of those allies can use their reaction to can see within 60 feet of you. If any of

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those creatures is frightened, that o Unsettling Aura (3 psi; conc., 1 hr.). As a
condition ends on that creature. bonus action, you cloak yourself in
o Aura of Victory (1–7 psi; conc., 10 min.). unsettling psychic energy. Until your
As a bonus action, you project psionic concentration ends, any enemy within
energy until your concentration ends. 60 feet of you that can see you must
The energy fortifies you and your allies spend 1 extra foot of movement for
when your enemies are felled; every foot it moves toward you. A
whenever an enemy you can see is creature ignores this effect if immune
reduced to 0 hit points, you and each of to being frightened.
your allies within 30 feet of you gain o Incite Panic (5 psi; conc., 1 min.). As an
temporary hit points equal to double action, choose up to eight creatures
the psi points spent to activate this you can see within 90 feet of you that
effect. can see you. At the start of each of a
o Pillar of Confidence (6 psi; conc., 1 target’s turns before your
rnd.). As an action, you and up to five concentration ends, the target must
creatures you can see within 60 feet of make a Wisdom saving throw. On a
you each gain one extra action to use failed save, the target is frightened
on your individual turns. The action until the start of its next turn, and you
goes away if not used before the end of roll a die. If you roll an odd number, the
your next turn, the action can be used frightened target moves half its speed
only to make one weapon attack or to in a random direction and takes no
take the Dash or Disengage action. action on that turn, other than to
scream in terror. If you roll an even
number, the frightened target makes
one melee attack against a random
• Mantle of Fear: (Avatar target within its reach. If there is no
such target, it moves half its speed in a
Discipline) You tap into a well of
random direction and takes no action
primal fear and turn yourself into a on that turn. This effect ends on a
beacon of terror to your enemies. target if it succeeds on three saving
o Psychic Focus. While focused on this throws against it.
discipline, you have advantage on
Intimidation checks.
o Incite Fear (2 psi; conc., 1 min.). As an
• Mantle of Fury: (Avatar
action, choose one creature you can
see within 60 feet of you. The target Discipline) You allow the primal fury
must succeed on a Wisdom saving lurking deep within your mind to burst
throw or become frightened of you forth, catching you and your allies in an
until your concentration ends. implacable bloodthirst.
Whenever the frightened target ends o Psychic Focus. While focused on this
its turn in a location where it can’t see discipline in combat, you and any ally
you, it can repeat the saving throw, who starts their turn within 10 feet of
ending the effect on itself on a success. you gains a 5-foot increase to their
walking speed during that turn.

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o Incite Fury (2 psi; conc., 1 min.). As a o Soothing Presence (1–7 psi). As a bonus
bonus action, choose up to three allies action, choose up to three creatures
you can see within 60 feet of you (you you can see within 60 feet of you. Each
can choose yourself in place of one of target gains 3 temporary hit points per
the allies). Until your concentration psi point spent on this effect.
ends, each target can roll a d4 when o Comforting Aura (2 psi; conc., 1 min.).
rolling damage for a melee weapon As a bonus action, choose up to three
attack and add the number rolled to allies you can see (you can choose
the damage roll. yourself in place of one of the allies).
o Mindless Charge (2 psi). As a bonus Until your concentration ends, each
action, choose up to three creatures target can roll a d4 when making a
you can see within 60 feet of you. Each saving throw and add the number
target can use its reaction to move up rolled to the total.
to its speed in a straight line toward its o Aura of Jubilation (3 psi; conc., 1 min.).
nearest enemy. As a bonus action, you radiate a
o Aura of Bloodletting (3 psi; conc., 1 distracting mirth until your
min.). As a bonus action, you unleash concentration ends. Each creature
an aura of rage. Until your within 60 feet of you that can see you
concentration ends, you and any suffers disadvantage on any checks
creature within 60 feet of you has using the Perception and Investigation
advantage on melee attack rolls. skills.
o Overwhelming Fury (5 psi; conc., 1 o Beacon of Recovery (5 psi). As a bonus
min.). As an action, you flood rage into action, you and up to five allies you can
one creature you can see within 60 feet see within 60 feet of you can
of you. The target must succeed on a immediately make saving throws
Charisma saving throw, or it can use its against every effect they’re suffering
actions only to make melee attacks that allows a save at the start or end of
until your concentration ends. It can their turns.
repeat the saving throw at the end of
each of its turns, ending the effect on
itself on a success. • Mastery of Air: (Wu Jen
Discipline) You become one with the
power of elemental air.
• Mantle of Joy: (Avatar o Psychic Focus. While focused on this
Discipline) You tap into the joy discipline, you take no falling damage,
within you, radiating it outward in and you ignore difficult terrain when
soothing, psychic energy that brings walking. o Wind Step (1–7 psi). As part
hope and comfort to creatures around of your move on your turn, you can fly
you. up to 20 feet for each psi point spent. If
o Psychic Focus. While focused on this you end this flight in the air, you fall
discipline, you have advantage on unless something else holds you aloft.
Persuasion checks. o Wind Stream (1–7 psi). As an action,
you create a line of focused air that is

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30 feet long and 5 feet wide. Each • Mastery of Fire: (Wu Jen
creature in that area must make a
Strength saving throw, taking 1d8
Discipline) You align your mind with
bludgeoning damage per psi point the energy of elemental fire.
spent and being knocked prone on a o Psychic Focus. While focused on this
failed save, or half as much damage on discipline, you gain resistance to fire
a successful one. damage, and you gain a +2 bonus to
o Cloak of Air (3 psi; conc., 10 min.). As a rolls for fire damage.
bonus action, you seize control of the o Combustion (1–7 psi; conc., 1 min.). As
air around you to create a protective an action, choose one creature or
veil. Until your concentration ends, object you can see within 120 feet of
attack rolls against you have you. The target must make a
disadvantage, and when a creature you Constitution save. On a failed save, the
can see misses you with a melee attack, target takes 1d10 fire damage per psi
you can use your reaction to force the point spent, and it catches on fire,
creature to repeat the attack roll taking 1d6 fire damage at the end of
against itself. each of its turns until your
o Wind Form (5 psi; conc., 10 min.). As a concentration ends or until it or a
bonus action, you gain a flying speed of creature adjacent to it extinguishes the
60 feet, which lasts until your flames with an action. On a successful
concentration ends. save, the target takes half as much
o Misty Form (6 psi; conc., 1 min.). As an damage and doesn’t catch on fire.
action, your body becomes like a misty o Rolling Flame (3 psi; conc., 1 min.). As
cloud until your concentration ends. In an action, you create fire in a 20-foot-
this form, you gain resistance to by-20-foot cube within 5 feet of you.
bludgeoning, piercing, and slashing The fire lasts until your concentration
damage, and you can’t take actions ends. Any creature in that area when
other than the Dash action. You can you use this ability and any creature
pass through openings that are no that ends its turn there takes 5 fire
more than 1 inch wide without damage.
squeezing. o Detonation (5 psi). As an action, you
o Animate Air (7 psi; conc., 1 hr.). As an create a fiery explosion at a point you
action, you cause an air elemental to can see within 120 feet of you. Each
appear in an unoccupied space you can creature in a 20-foot-radius sphere
see within 120 feet of you. The centered on that point must make a
elemental lasts until your Constitution saving throw, taking 7d6
concentration ends, and it obeys your fire damage and being knocked prone
verbal commands. In combat, roll for its on a failed save, or half as much
initiative, and choose its behavior damage on a successful one.
during its turns. When this effect ends, o Fire Form (5 psi; conc., 1 min.). As a
the elemental disappears. See the bonus action, you become wreathed in
Monster Manual for its stat block. flames until your concentration ends.
Any creature that end its turn within 5
feet of you takes 3d6 fire damage.

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o Animate Fire (7 psi; conc., 1 hr.). As an within 60 feet of you. The wall is 40
action, you cause a fire elemental to feet long, 10 feet high, and 1 inch thick.
appear in an unoccupied space you can The wall lasts until your concentration
see within 120 feet of you. The ends. Each 10-foot section of the wall
elemental lasts until your has an AC of 10 and 10 hit points.
concentration ends, and it obeys your o Move (2–7 psi). Choose one object you
verbal commands. In combat, roll for its can see within 60 feet of you that isn’t
initiative, and choose its behavior being worn or carried by another
during its turns. When this effect ends, creature and that isn’t secured in place.
the elemental disappears. See the It can’t be larger than 20 feet on a side,
Monster Manual for its stat block. and its maximum weight depends on
the psi points spent on this ability, as
shown below. As an action, you move
• Mastery of Force: (Wu Jen the object up to 60 feet, and you must
keep the object within sight during this
Discipline) As a student of psionic movement. If the object ends this
power, you perceive the potential movement in the air, it falls. If the
energy that flows through all things. You object would fall on a creature, the
reach out with your mind, transforming creature must succeed on a DC 10
the potential into the actual. Objects Dexterity saving throw or take damage
and creatures move at your command. as listed on the table below:
o Psychic Focus. While focused on this ▪ 2 Psi Points: 25 lbs. 2d6
discipline, you have advantage on ▪ 3 Psi Points: 50 lbs. 4d6
Strength checks. ▪ 5 Psi Points: 250 lbs. 6d6
o Push (1–7 psi). As an action, choose one ▪ 6 Psi Points: 500 lbs. 7d6
creature you can see within 60 feet of ▪ 7 Psi Points: 1000 lbs. 8d6
you. The target must make a Strength o Grasp (3 psi; conc., 1 min.). You attempt
saving throw. On a failed save, it takes to grasp a creature in telekinetic energy
1d8 force damage per psi point spent and hold it captive. As an action,
and is pushed up to 5 feet per point choose one creature you can see within
spent in a straight line away from you. 60 feet of you. The target must succeed
On a successful save, it takes half as on a Strength saving throw or be
much damage. grappled by you until your
o Inertial Armor (2 psi). As an action, you concentration ends or until the target
sheathe yourself in an intangible field leaves your reach, which is 60 feet for
of magical force. For 8 hours, your base this grapple. The grappled target can
AC is 14 + your Dexterity modifier, and escape by succeeding on a Athletics or
you gain resistance to force damage. Acrobatics check contested by your
This effect ends if you are wearing or psionic ability plus your proficiency
don armor. bonus. When a target attempts to
o Telekinetic Barrier (3 psi; conc., 10 escape in this way, you can spend psi
min.). As an action, you create a points to boost your check, abiding by
transparent wall of telekinetic energy, your psi limit. You gain a +1 bonus per
at least one portion of which must be psi point spent. While a target is

182
grappled in this manner, you create resilience. You gain 20 temporary hit
one of the following effects as an points.
action: o Frozen Rain (5 psi; conc., 1 min.). As an
o Crush (1-7 psi): The target takes 1d6 action, choose a point you can see
bludgeoning damage per psi point within 120 feet of you. The air in a 20-
spent. foot-radius sphere centered on that
o Move (1-7 psi): You move the target up point becomes deathly cold and
to 5 feet per psi point spent. You can saturated with moisture. Each creature
move it in the air and hold it there. It in that area must make a Constitution
falls if the grapple ends. saving throw. On a failed save, a target
takes 6d6 cold damage, and its speed is
reduced to 0 until your concentration
• Mastery of Ice: (Wu Jen ends. On a successful save, a target
takes half as much damage. As an
Discipline) You master the power of action, a target that has its speed
ice, shaping it to meet you demands. reduced can end the effect early if it
o Psychic Focus. While focused on this succeeds on a Athletics check with a DC
discipline, you have resistance to cold equal to this effect’s save DC. You can
damage. increase this effect’s damage by 1d6
o Ice Spike (1–7 psi). As an action, you per each additional psi point spent on
hurl a mote of ice at one creature you it.
can see within 120 feet of you. The o Ice Barrier (6 psi; conc., 10 min.). As an
target must make a Dexterity saving action, you create a wall of ice, at least
throw. On a failed save, the target one portion of which must be within 60
takes 1d8 cold damage per psi point feet of you. The wall is 60 feet long, 15
spent and has its speed halved until the feet high, and 1 foot thick. The wall
start of your next turn. On a successful lasts until your concentration ends.
save, the target takes half as much Each 10-foot section of the wall has AC
damage. 12 and 30 hit points. A creature that
o Ice Sheet (2 psi). As an action, choose a damages the wall with a melee attack
point on the ground you can see within takes cold damage equal to the damage
60 feet of you. The ground in a 20-foot the creature dealt to the wall.
radius centered on that point becomes
covered in ice for 10 minutes. It is
difficult terrain, and any creature that
• Mastery of Light and
moves more than 10 feet on it must
succeed on a Dexterity saving throw or Darkness: (Wu Jen Discipline)
fall prone. If the surface is sloped, a You claim dominion over light and
creature that falls prone in the area darkness with your mind.
immediately slides to the bottom of the o Psychic Focus. While focused on this
slope. discipline, natural and magical darkness
o Frozen Sanctuary (3 psi). As a bonus within 30 feet of you has no effect on
action, you sheathe yourself with icy your vision.

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o Darkness (1–7 psi). As an action, you • Mastery of Water: (Wu Jen
create an area of magical darkness,
which foils darkvision. Choose a spot
Discipline) Your mind becomes one
you can see within 60 feet of you. with elemental water, attuning your
Magical darkness radiates from that thoughts to its ebb and flow.
point in a sphere with a 10-foot radius o Psychic Focus. While focused on this
per psi point spent on this ability. The discipline, you have a swimming speed
light produced by spells of 2nd level or equal to your walking speed, and you
less is suppressed in this area. can breathe underwater.
o Light (2 psi; conc., 1 min.). As an action, o Desiccate (1–7 psi). As an action, choose
an object you touch radiates light in a one creature you can see within 60 feet
20-foot radius and dim light for an of you. The target must make a
additional 20 feet. The light lasts until Constitution saving throw, taking 1d10
your concentration ends. Alternatively, necrotic damage per psi point spent on
a creature you touch radiates light in this ability, or half as much damage on
the same manner if it fails a Dexterity a successful one.
saving throw. While lit in this manner, o Watery Grasp (2 psi). As an action, you
it can’t hide, and attack rolls against it unleash a wave that surges forth and
gain advantage. then retreats to you like the rising tide.
o Shadow Beasts (3 psi; conc., 1 min.). As You create a wave in a 20-foot-by-20-
an action, you cause two shadows to foot square. At least some portion of
appear in unoccupied spaces you can the square’s border must be within 5
see within 60 feet of you. The shadows feet of you. Any creature in that square
last until your concentration ends, and must make a Strength saving throw. On
they obey your verbal commands. In a failed save, a target takes 2d6
combat, roll for their initiative, and bludgeoning damage, is knocked prone,
choose their behavior during their and is pulled up to 10 feet closer to
turns. When this effect ends, the you. On a successful save, a target
shadows disappear. See the Monster takes half as much damage. You can
Manual for their stat block. increase this ability’s damage by 1d6
o Radiant Beam (5 psi; conc., 1 min.). As per additional psi point spent on it.
an action, you project a beam of light at o Water Whip (3 psi). As an action, you
one creature you can see within 60 feet unleash a jet of water in a line that is
of you. The target must make a 60 feet long and 5 feet wide. Each
Dexterity saving throw. On a failed creature in the line must make a
save, it takes 6d6 radiant damage and Strength saving throw, taking 3d6
is blinded until your concentration bludgeoning damage on a failed save,
ends. On a successful save, it takes half or half as much damage on a successful
as much damage. A blinded target can one. In addition, you can move each
repeat the saving throw at the end of target that fails its saving throw to any
each of its turns, ending the effect on unoccupied space touching the line.
itself on a success. You can increase You can increase this ability’s damage
this effect’s damage by 1d6 per each by 1d6 per additional psi point spent on
additional psi point spent on it. it.

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o Water Breathing (5 psi). As an action, o Cloud Steps (1–7 psi; conc., 10 min.). As
you grant yourself and up to ten willing an action, you conjure forth clouds to
creatures you can see within 60 feet of create a solid, translucent staircase
you the ability to breathe underwater that lasts until your concentration
for the next 24 hours. ends. The stairs form a spiral that fills a
o Water Sphere (6 psi; conc., 1 min.). As 10-foot-by-10-foot area and reaches
an action, you cause a sphere of water upward 20 feet per psi point spent.
to form around a creature. Choose one o Hungry Lightning (1–7 psi). As an action,
creature you can see within 60 feet of you lash out at one creature you can
you. The target must make a Dexterity see within 60 feet of you with tendrils
saving throw. On a failed save, it of lightning. The target must make a
becomes trapped in the sphere of Dexterity saving throw, with
water until your concentration ends. disadvantage if it’s wearing heavy
While the target is trapped, its speed is armor. The target takes 1d8 lightning
halved, it suffers disadvantage on damage per psi point spent on a failed
attack rolls, and it can’t see anything save, or half as much damage on a
more than 10 feet away from it. successful one.
However, attack rolls against it also o Wall of Clouds (2 psi; conc., 10 min.). As
suffer disadvantage. The target can an action, you create a wall of clouds,
repeat the saving throw at the end of at least one portion of which must be
each of its turns, ending the effect on within 60 feet of you. The wall is 60
itself on a successful one. feet long, 15 feet high, and 1 foot thick.
o Animate Water (7 psi; conc., 1 hr.). As The wall lasts until your concentration
an action, you cause a water elemental ends. Creatures can pass through it
to appear in an unoccupied space you without hindrance, but the wall blocks
can see within 120 feet of you. The vision.
elemental lasts until your o Whirlwind (2 psi). As an action, choose
concentration ends, and it obeys your a point you can see within 60 feet of
verbal commands. In combat, roll for its you. Winds howl in a 20-foot-radius
initiative, and choose its behavior sphere centered on that point. Each
during its turns. When this effect ends, creature in the sphere must succeed on
the elemental disappears. See the a Strength saving throw or take 1d6
Monster Manual for its stat block. bludgeoning damage and be moved to
an unoccupied space of your choice in
the sphere. Any loose object in the
• Mastery of Weather: (Wu Jen sphere is moved to an unoccupied
space of your choice within it if the
Discipline) Your mind reaches into object weighs no more than 100
the sky, reshaping the stuff of storms to pounds.
serve your needs. o Lightning Leap (5 psi). As an action, you
o Psychic Focus. While focused on this let loose a line of lightning that is 60
discipline, you have resistance to feet long and 5 feet wide. Each
lightning and thunder damage. creature in the line must make a
Dexterity saving throw, taking 6d6

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lightning damage on a failed save, or one-handed melee weapon you’re
half as much damage on a successful holding. The weapon flies toward one
one. You can then teleport to an creature you can see within 30 feet of
unoccupied space touched by the line. you and makes a one-handed melee
You can increase this ability’s damage weapon attack against it, using your
by 1d6 per additional psi point spent on discipline attack modifier for the
it. attack and damage rolls. On a hit, the
o Wall of Thunder (6 psi; conc., 10 min.). weapon deals its normal damage, plus
As an action, you create a wall of an extra 1d10 force damage per psi
thunder, at least one portion of which point spent on this ability. The weapon
must be within 60 feet of you. The wall returns to your grasp after it attacks.
is 60 feet long, 15 feet high, and 1 foot o Warp Weapon (2 psi). As an action,
thick. The wall lasts until your choose one nonmagical weapon held
concentration ends. Every foot moved by one creature you can see within 60
through the wall costs 1 extra foot of feet of you. That creature must
movement. When a creature moves succeed on a Strength saving throw, or
into the wall’s space for the first time the chosen weapon can’t be used to
on a turn or starts its turn there, that attack until the end of your next turn.
creature must succeed on a Strength o Warp Armor (3 psi). As an action,
saving throw, or it takes 6d6 thunder choose a nonmagical suit of armor
damage, is pushed in a straight line up worn by one creature you can see
to 30 feet away from the wall, and is within 60 feet of you. That creature
knocked prone. must succeed on a Constitution saving
o Thunder Clap (7 psi). As an action, throw, or the creature’s AC becomes
choose a point you can see within 60 10 + its Dexterity modifier until the
feet of you. Thunder energy erupts in a end of your next turn.
20-foot-radius sphere centered on that o Wall of Wood (3 psi; conc., 1 hr.). As an
point. Each creature in that area must action, you create a wall of wood at
make Constitution saving throw. On a least one portion of which must be
failed save, a target takes 8d6 thunder within 60 feet of you. The wall is 60
damage, and it is stunned until the end feet long, 15 feet high, and 1 foot
of your next turn. On a successful save, thick. The wall lasts until your
a target takes half as much damage. concentration ends. Each 5-foot wide
section of the wall has AC 12 and 100
hit points. Breaking one section
• Mastery of Wood and Earth: creates a 5-foot by 5-foot hole in it,
but the wall otherwise remains intact.
(Wu Jen Discipline) You attune o Armored Form (6 psi; conc., 1 min.). As
your mind to seize control of wood and a bonus action, you gain resistance to
earth. bludgeoning, piercing, and slashing
o Psychic Focus. While focused on this damage, which lasts until your
discipline, you have a +1 bonus to AC. concentration ends.
o Animate Weapon (1–7 psi). As an o Animate Earth (7 psi; conc., 1 hr.). As an
action, your mind seizes control of a action, you cause an earth elemental

186
to appear in an unoccupied space you • Nomadic Chameleon:
can see within 120 feet of you. The
elemental lasts until your
(Nomad Discipline) You create a
concentration ends, and it obeys your screen of psychic power that distorts
verbal commands. In combat, roll for your appearance, allowing you to blend
its initiative, and choose its behavior into the background or even turn
during its turns. When this effect ends, invisible.
the elemental disappears. See the o Psychic Focus. While focused on this
Monster Manual for its stat block. discipline, you have advantage on
Stealth checks.
o Chameleon (2 psi). As an action, you can
attempt to hide even if you fail to meet
• Nomadic Arrow: (Nomad the requirements needed to do so. At
Discipline) You imbue a ranged the end of the current turn, you remain
weapon with a strange semblance of hidden only if you then meet the
sentience, allowing it to unerringly find normal requirements for hiding.
its mark. o Step from Sight (3 psi; conc., 1 min.). As
o Psychic Focus. While you are focused on a bonus action, cloak yourself from
this discipline, any attack roll you make sight. You can target one additional
for a ranged weapon attack ignores creature for every additional psi point
disadvantage. If disadvantage would you spend on this ability. The added
normally apply to the roll, that roll also targets must be visible to you and
can’t benefit from advantage. within 60 feet of you. Each target turns
o Speed Dart (1–7 psi). As a bonus action, invisible and remains so until your
you imbue one ranged weapon you concentration ends or until
hold with psionic power. The next immediately after it targets, damages,
attack you make with it that hits before or otherwise affects any creature with
the end of the current turn deals an an attack, a spell, or another ability.
extra 1d10 psychic damage per psi o Enduring Invisibility (7 psi; conc., 1
point spent. min.). As a bonus action, you turn
o Seeking Missile (2 psi). As a reaction invisible and remain so until your
when you miss with a ranged weapon concentration ends.
attack, you can repeat the attack roll
against the same target.
o Faithful Archer (5 psi; conc., 1 min.). As • Nomadic Mind: (Nomad
a bonus action, you imbue a ranged
weapon with a limited sentience. Until
Discipline) You dispatch part of your
your concentration ends, you can make psyche into the noosphere, the
an extra attack with the weapon at the collective vista of minds and knowledge
start of each of your turns (no action possessed by living things.
required). If it is a thrown weapon, it o Psychic Focus. Whenever you focus on
returns to your grasp each time you this discipline, you choose one skill or
make any attack with it. tool and have proficiency with it until
your focus ends. Alternatively, you gain

187
the ability to read and write one until your concentration ends. The
language of your choice until your sensor is invisible and hovers in the air.
focus ends. You mentally receive visual information
o Wandering Mind (2–6 psi; conc., 10 from it, which has normal vision and
min.). You enter a deep contemplation. darkvision with a range of 60 feet. The
If you concentrate for this option’s full sensor can look in all directions. As an
duration, you then gain proficiency action, you can move the sensor up to
with up to three of the following skills 30 feet in any direction. There is no
(one skill for every 2 psi points spent): limit to how far away from you the eye
Animal Handling, Arcana, History, can move, but it can’t enter another
Medicine, Nature, Performance, plane of existence. A solid barrier
Religion, and Survival. The benefit lasts blocks the eye’s movement, but the
for 1 hour, no concentration required. eye can pass through an opening as
o Find Creature (2 psi; conc., 1 hr.). You small as 1 inch in diameter.
cast your mind about for information o Phasing Eye (7 psi; conc., 1 hr.). As
about a specific creature. If you Wandering Eye above, except the eye
concentrate for this option’s full can move through solid objects but
duration, you then gain a general can’t end its movement in one. If it
understanding of the creature’s current does so, the effect immediately ends.
location. You learn the region, city,
town, village, or district where it is,
pinpointing an area between 1 and 3 • Nomadic Step: (Nomad
miles on a side (DM’s choice). If the
creature is on another plane of
Discipline) You exert your mind on
existence, you instead learn which the area around you, twisting the
plane. intraplanar pathways you perceive to
o Item Lore (3 psi; conc., 1 hr.). You allow instantaneous travel.
carefully study an item. If you o Psychic Focus. After you teleport on
concentrate for this option’s full your turn while focused on this
duration while remaining within 5 feet discipline, your walking speed increases
of the item, you then gain the benefits by 10 feet until the end of the turn, as
of an identify spell cast on that item. you are propelled by the magic of your
o Psychic Speech (5 psi). As an action, you teleportation. You can receive this
attune your mind to the psychic imprint increase only once per turn.
of all language. For 1 hour, you gain the o Step of a Dozen Paces (1–7 psi). If you
ability to understand any language you haven’t moved yet on your turn, you
hear or attempt to read. In addition, take a bonus action to teleport up to 20
when you speak, all creatures that can feet per psi point spent to an
understand a language understand unoccupied space you can see, and
what you say, regardless of what your speed is reduced to 0 until the end
language you use. of the turn.
o Wandering Eye (6 psi; conc., 1 hr.). As o Nomadic Anchor (1 psi). As an action,
an action, you create a psychic sensor you create an invisible, intangible
within 60 feet of you. The sensor lasts teleportation anchor in a 5-foot cube

188
you can see within 120 feet of you. For space for all the targets to occupy at
the next 8 hours, whenever you use the arrival point, this ability fails and is
this psionic discipline to teleport, you wasted.
can instead teleport to the anchor, o Nomad’s Gate (7 psi; conc., 1 hr.). As an
even if you can’t see it, but it must be action, you create a 5-foot cube of dim,
within range of the teleportation gray light within 5 feet of you. You
ability. create an identical cube at any point of
o Defensive Step (2 psi). When you are hit your choice within 1 mile that you have
by an attack, you can use your reaction viewed within the past 24 hours. Until
to gain a +4 bonus to AC against that your concentration ends, anyone
attack, possibly turning it into a miss. entering one of the cubes immediately
You then teleport up to 10 feet to an teleports to the other one, appearing in
unoccupied space you can see. an unoccupied space next to it. The
o There and Back Again (2 psi). As a teleportation fails if there is no space
bonus action, you teleport up to 20 for the creature to appear in.
feet to an unoccupied space you can
see and then move up to half your
speed. At the end of your turn, you can • Precognition: (Awakened
teleport back to the spot you occupied
before teleporting, unless it is now
Discipline) By analyzing information
occupied or on a different plane of around you, from subtle hints to
existence. seemingly disconnected facts, you learn
o Transposition (3 psi). If you haven’t to weave a string of probabilities in an
moved yet on your turn, choose an ally instant that gives you extraordinary
you can see within 60 feet of you. As a insights.
bonus action, you and that creature o Psychic Focus. While focused on this
teleport, swapping places, and your discipline, you have advantage on
speed is reduced to 0 until the end of initiative rolls.
the turn. This ability fails and is wasted o Precognitive Hunch (2 psi; conc., 1
if either of you can’t fit in the min.). As a bonus action, you open
destination space. yourself to receive momentary insights
o Baleful Transposition (5 psi). As an that improve your odds of success;
action, choose one creature you can until your concentration ends,
see within 120 feet of you. That whenever you make an attack roll, a
creature must make a Wisdom saving saving throw, or an ability check, you
throw. On a failed save, you and that roll a d4 and add it to the total.
creature teleport, swapping places. This o All-Around Sight (3 psi). In response to
ability fails and is wasted if either of an attack hitting you, you can use your
you can’t fit in the destination space. reaction to impose disadvantage on
o Phantom Caravan (6 psi). As an action, that attack roll, possibly causing it to
you and up to six willing creatures of miss.
your choice that you can see within 60 o Danger Sense (5 psi; conc., 8 hr.). As an
feet of you teleport up to 1 mile to a action, you create a psychic model of
spot you can see. If there isn’t an open reality in your mind and set it to show

189
you a few seconds into the future. Until point maximum, or reduce its
your concentration ends, you can’t be exhaustion level by one.
surprised, attack rolls against you can’t
gain advantage, and you gain a +10
bonus to initiative. • Psionic Weapon: (Immortal
o Victory Before Battle (7 psi). When you
roll initiative, you can use this ability to Discipline) You have learned how to
grant yourself and up to five creatures channel psionic energy into your
of your choice within 60 feet of you a attacks, lending them devastating
+10 bonus to initiative. power.
o Psychic Focus. Whenever you focus on
this discipline, choose one weapon
you’re holding or your unarmed strike.
• Psionic Restoration: When you attack with it while focused
(Immortal Discipline) You wield on this discipline, its damage is psychic
psionic energy to cure wounds and and magical, rather than its normal
restore health to yourself and others. damage type. Until you reach 6th level
o Psychic Focus. While focused on this as a mystic, you don’t add your
discipline, you can use a bonus action Strength or Dexterity modifier to the
to touch a creature that has 0 hit points psychic attack’s damage rolls.
and stabilize it. o Ethereal Weapon (1 psi). As a bonus
o Mend Wounds (1–7 psi). As an action, action, you temporarily transform one
you can spend psi points to restore hit weapon you’re holding or your
points to one creature you touch. The unarmed strike into pure psionic
creature regains 1d8 hit points per psi energy. The next attack you make with
point spent. it before the end of your turn ignores
o Restore Health (3 psi). As an action, you the target’s armor, requiring no attack
touch one creature and remove one of roll. Instead, the target makes a
the following conditions from it: Dexterity saving throw against this
blinded, deafened, paralyzed, or discipline. On a failed save, the target
poisoned. Alternatively, you remove takes the attack’s normal damage and
one disease from the creature. suffers its additional effects. On a
o Restore Life (5 psi). As an action, you successful save, the target takes half
touch one creature that has died within damage from the attack but suffers no
the last minute. The creature returns to additional effects that would normally
life with 1 hit point. This ability can’t be imposed on a hit.
return to life a creature that has died of o Lethal Strike (1–7 psi). As a bonus
old age, nor can it restore a creature action, you imbue a weapon you’re
missing any vital body parts. holding or your unarmed strike with
o Restore Vigor (7 psi). As an action, you psychic energy. The next time you hit
can touch one creature and choose one with it before the end of your turn, it
of the following: remove any deals an extra 1d10 psychic damage
reductions to one of its ability scores, per psi point spent.
remove one effect that reduces its hit

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o Augmented Weapon (5 psi; conc., 10 o Psychic Blast (6 psi). As an action, you
min.). As a bonus action, touch one unleash devastating psychic energy in a
simple or martial weapon. Until your 60-foot cone. Each creature in that
concentration ends, that weapon area must make an Intelligence saving
becomes a magic weapon with a +3 throw, taking 8d8 psychic damage on a
bonus to its attack and damage rolls. failed save, or half as much damage on
a successful one. You can increase the
damage by 2d8 if you spend 1 more psi
• Psychic Assault: (Awakened point on this ability.
o Psychic Crush (7 psi). As an action, you
Discipline) You wield your mind like create a 20-foot cube of psychic energy
a weapon, unleashing salvos of psionic within 120 feet of you. Each creature in
energy. that area must make an Intelligence
o Psychic Focus. While focused on this saving throw. On a failed save, a target
discipline, you gain a +2 bonus to takes 8d8 psychic damage and is
damage rolls with psionic talents that stunned until the end of your next turn.
deal psychic damage. On a successful save, a target takes half
o Psionic Blast (1–7 psi). As an action, as much damage.
choose one creature you can see within
60 feet of you. The target takes 1d8
psychic damage per psi point spent on
• Psychic Disruption:
this ability.
o Ego Whip (3 psi). As an action, choose (Awakened Discipline) You
one creature you can see within 60 feet create psychic static that disrupts other
of you. The target must make an creatures’ ability to think clearly.
Intelligence saving throw. On a failed o Psychic Focus. While focused on this
save, the creature takes 3d8 psychic discipline, you have advantage on
damage, and it is filled with self-doubt, Deception checks.
leaving it able to use its action on its o Distracting Haze (1–7 psi; conc., 1 min.).
next turn only to take the Dodge, As an action, choose one creature you
Disengage, or Hide action. On a can see within 60 feet of you. That
successful saving throw, it takes half as creature just make an Intelligence
much damage. saving throw. On a failed save, it takes
o Id Insinuation (5 psi). As an action, 1d10 psychic damage per psi point
choose one creature you can see within spent and can’t see anything more than
60 feet of you. The target must make 10 feet from it until your concentration
an Intelligence saving throw. On a ends. On a successful save, it takes half
failed save, the creature takes 5d8 as much damage.
psychic damage, and it goes into a fury, o Daze (3 psi). As an action, choose one
as its id runs rampant. On its next turn, creature you can see within 60 feet of
it can use its action only to take the you. That creature must make an
Dodge or Attack action. On a successful Intelligence saving throw. On a failed
save, it takes half as much damage. save, the target is incapacitated until

191
the end of your next turn or until it answer. A creature is immune to this
takes any damage. ability if it is immune to being charmed.
o Mind Storm (5 psi). As an action, choose o Ransack Mind (5 psi; conc., 1 hr.). While
a point you can see within 60 feet of you concentrate on this ability, you
you. Each creature in a 20-foot-radius probe one creature’s mind. The
sphere centered on that point must creature must remain within 30 feet of
make a Wisdom saving throw. On a you, and you must be able to see it. If
failed save, a target takes 6d8 psychic you reach the ability’s full duration, the
damage and suffers disadvantage on all target must make three Intelligence
saving throws until the end of your saving throws, and you learn
next turn. On a successful save, a information from it based on the
creature takes half as much damage. number of saving throws it fails. With
You can increase the damage by 1d6 one failed saving throw, you learn its
per additional psi point spent on this key memories from the past 12 hours.
ability. With two failed saving throws, you
learn its key memories from the past 24
hours. With three failed saving throws,
• Psychic Inquisition: you learn its key memories from the
past 48 hours.
(Awakened Discipline) You
o Phantom Idea (6 psi; conc., 1 hr.). While
reach into a creature’s mind to uncover you concentrate on this ability, you
information or plant ideas within it. probe one creature’s mind. The
o Psychic Focus. While focused on this creature must remain within 30 feet of
discipline, you know when a creature you, and you must be able to see it. If
communicating with you via telepathy you reach the ability’s full duration, the
is lying. target must make three Intelligence
o Hammer of Inquisition (1–7 psi). As an saving throws, and you plant a memory
action, choose one creature you can or an idea in it, which lasts for a
see within 60 feet of you. The target number of hours based on the number
must make an Intelligence saving of saving throws it fails. You choose
throw. On a failed save, it takes 1d10 whether the idea or memory is trivial
psychic damage per psi point spent and (such as “I had porridge for breakfast”
suffers disadvantage on its next or “Ale is the worst”) or personality-
Wisdom saving throw before the end of defining (“I failed to save my village
your next turn. On a successful save, it from orc marauders and am therefore a
takes half as much damage. coward” or “Magic is a scourge, so I
o Forceful Query (2 psi). As an action, you renounce it”). With one failed saving
ask a question of one creature that can throw, the idea or memory lasts for the
see and hear you within 30 feet of you. next 4 hours. With two failed saving
The question must be phrased so that it throws, it lasts for 24 hours. With three
can be answered with a yes or no, failed saving throws, it lasts for 48
otherwise this ability fails. The target hours.
must succeed on a Wisdom saving
throw, or it replies with a truthful

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• Psychic Phantoms: effects. The target can repeat the
saving throw at the end of each of its
(Awakened Discipline) Your
turns, ending the effect on itself on a
power reaches into a creature’s mind success. A creature is immune to this
and causes it false perceptions. ability if it is immune to being charmed.
o Psychic Focus. While focused on this o Phantom Riches (7 psi; conc., 1 min.).
discipline, you have advantage on As an action, you plant the phantom of
Deception checks. a greatly desired object in a creature’s
o Distracting Figment (1–7 psi). As an mind. Choose one creature you can see
action, choose one creature you can within 60 feet of you. The target must
see within 60 feet of you. The target make an Intelligence saving throw. On
must make an Intelligence saving a failed save, you gain partial control
throw. On a failed save, it takes 1d10 over the target’s behavior until your
psychic damage per psi point spent and concentration ends; the target moves
thinks it perceives a threatening as you wish on each of its turns, as it
creature just out of its sight; until the thinks it pursues the phantom object it
end of your next turn, it can’t use desires. If it hasn’t taken damage since
reactions, and melee attack rolls its last turn, it can use its action only to
against it have advantage. On a admire the object you created in its
successful save, it takes half as much perception. The target can repeat the
damage. saving throw at the end of each of its
o Phantom Foe (3 psi; conc., 1 min.). As turns, ending the effect on itself on a
an action, choose one creature you can success.
see within 60 feet of you. The target
must make an Intelligence saving
throw. On a failed save, it perceives a
• Telepathic Contact:
horrid creature adjacent to it until your
concentration ends. During this time, (Awakened Discipline) By
the target can’t take reactions, and it channeling psionic power, you gain the
takes 1d8 psychic damage at the start ability to control other creatures by
of each of its turns. The target can substituting your will for their own.
repeat the saving throw at the end of o Psychic Focus. While focused on this
each of its turns, ending the effect on discipline, you gain the ability to use
itself on a success. You can increase the your Telepathy class feature with up to
damage by 1d8 for each additional psi six creatures at once. If you don’t have
point spent on the ability. that feature from the mystic class, you
o Phantom Betrayal (5 psi; conc., 1 min.). instead gain it while focused on this
As an action, you plant delusional discipline.
paranoia in a creature’s mind. Choose o Exacting Query (2 psi). As an action, you
one creature you can see within 60 feet target one creature you can
of you. The target must succeed on an communicate with via telepathy. The
Intelligence saving throw, or until your target must make an Intelligence saving
concentration ends, it must target its throw. On a failed save, the target
allies with attacks and other damaging truthfully answers one question you

193
ask it via telepathy. On a successful o Psychic Domination (7 psi; conc., 1
save, the target is unaffected, and you min.). As an action, you target one
can’t use this ability on it again until creature you can see within 60 feet of
you finish a long rest. A creature is you. The target must succeed on an
immune to this ability if it is immune to Intelligence saving throw, or you
being charmed. choose the creature’s actions and
o Occluded Mind (2 psi). As an action, you movement on its turns until your
target one creature you can concentration ends. At the end of each
communicate with via telepathy. The of its turns, it can repeat the saving
target must make an Intelligence saving throw, ending the effect on itself on a
throw. On a failed save, the target success. A creature is immune to this
believes one statement of your choice ability if it is immune to being charmed.
for the next 5 minutes that you
communicate to it via telepathy. The
statement can be up to ten words long, • Third Eye: (Nomad Discipline)
and it must describe you or a creature You create a third, psychic eye in your
or an object the target can see. On a mind, which you cast out into the world.
successful save, the target is It channels thoughts and knowledge
unaffected, and you can’t use this back to you, greatly enhancing your
ability on it again until you finish a long senses.
rest. A creature is immune to this o Psychic Focus. While focused on this
ability if it is immune to being charmed. discipline, you have darkvision with a
o Broken Will (5 psi). As an action, you range of 60 feet. If you already have
target one creature you can darkvision with that range or greater,
communicate with via telepathy. The increase its range by 10 feet.
target must make an Intelligence saving o Tremorsense (2 psi; conc., 1 min.): As a
throw. On a failed save, you choose the bonus action, you gain tremorsense
target’s movement and action on its with a radius of 30 feet, which lasts
next turn. On a successful save, the until your concentration ends.
target is unaffected, and you can’t use o Unwavering Eye (2 psi): As a bonus
this ability on it again until you finish a action, you gain advantage on Wisdom
long rest. A creature is immune to this checks for 1 minute.
ability if it is immune to being charmed. o Piercing Sight (3 psi; conc., 1 min.): As a
o Psychic Grip (6 psi; conc., 1 min.). As an bonus action, you gain the ability to see
action, you target one creature you can through objects that are up to 1 foot
see within 60 feet of you. The target thick within 30 feet of you. This sight
must succeed on an Intelligence saving lasts until your concentration ends
throw, or it is paralyzed until your o Truesight (5 psi; conc., 1 min.): As a
concentration ends. At the end of each bonus action, you gain truesight with a
of its turns, it can repeat the saving radius of 30 feet, which lasts until your
throw. On a success, this effect ends. concentration ends.
On a failure, you can use your reactions
to force the target to move up to half
its speed, even though it’s paralyzed.

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Blood Hunter (CR):
• Hit Points
o Hit Dice: 1d10 per Blood Hunter level
o Hit Points at 1st level: 10 + Con Modifier
o Hit Points at Higher Levels: 1d10 + Con
Modifier per Blood Hunter level after 1st
• Proficiencies
o Armor: Light and Medium armor
o Weapons: Simple and Martial weapons
o Tools: Alchemist’s Supplies
o Saving Throws: Strength, Wisdom
o Skills: Choose two from Athletics,
Acrobatics, Arcana, Insight,
Investigation, and Survival
• Equipment
o (a) a martial weapon or (b) two simple
weapons
o (a) a light crossbow or (b) hand
crossbow
o (a) studded leather armor or (b) scale
mail armor
o an explorer’s pack

• Level 1
o +2 Proficiency Bonus
o Hunter’s Bane: You have advantage on
Survival checks to track Fey, Fiends,
and Undead, as well as on Intelligence
checks to recall information about
them. If you are actively tracking one of
these creature types, you cannot be
surprised by any creatures of that type.
You can only be tracking one type of
creature at a time using this feature.
o Crimson Rite: As a bonus action, you
imbue a single weapon with the
elemental energy of a known rite for up
to 8 hours. While active, attacks from
this weapon deal an additional 1d4 rite
damage of the chosen elemental type.

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Rite damage is considered magical. The handed or versatile property for
rite damage die changes as you gain you to gain this benefit.
blood hunter levels. Should your ▪ Two-Weapon Fighting: When you
weapon leave your grip, the rite fades engage in two-weapon fighting,
immediately. An active rite on a thrown you can add your ability modifier
weapon fades directly after the attack to the damage of the second
is complete. When a crimson rite is attack.
activated, it reduces your maximum hit
points by a number equal to your • Level 3
character level. These lost maximum hit o Blood Hunter Order: Choose a Subclass.
points return once the rite fades and o Sneak Attack die becomes 2d6
cannot be restored otherwise. When a
rite fades, no hit points are regained as • Level 4
part of the restoring of maximum hit o Ability Score Improvement or Choice of
points. Crimson rite can be used on Feat
multiple weapons, costing additional
hit point loss per weapon. Double-sided • Level 5
weapons can have one rite per side. o +3 Proficiency Bonus
You can have a rite fade away with no o Extra Attack: When you take the attack
action required. You gain access to one action, you can instead attack twice.
Primal Rite:
▪ Rite of the Flame: Fire Damage • Level 6
▪ Rite of the Frozen: Cold Damage o Blood Maledict: You gain two blood
▪ Rite of the Storm: Lightning Damage curses of your choice. When you use
your Blood Maledict, you choose which
• Level 2 curse to invoke. After you use this
o Fighting Style: You adopt a particular feature to invoke two blood curses, you
style of fighting as your specialty: must then finish a rest to use your
▪ Archery: You gain a +2 bonus to Blood Maledict to invoke your two
attack rolls you make with ranged blood curses again. When you finish a
weapons. short or long rest, you regain your
▪ Dueling: When you are wielding a expended uses.
melee weapon in one hand and no o Blood Curse Options: While invoking a
other weapons, you gain a +2 blood curse, but before it affects the
bonus to damage rolls with that target, you may choose to amplify the
weapon. curse by suffering damage equal to
▪ Great Weapon Fighting: When you your crimson rite damage die. An
roll a 1 or 2 on a damage die for an amplified curse gains an additional
attack you make with a melee effect. Creatures that do not have
weapon that you are wielding with blood in their bodies are immune to
two hands, you can reroll the die blood curses.
and must use the new roll, even if ▪ Blood Curse of Binding: As a bonus
the new roll is a 1 or a 2. The action, you can attempt to bind an
weapon must have the two- enemy no more than one size

196
larger than you within 30 feet. The You gain a bonus to the initial
target must succeed on a Strength saving throw against that spell
saving throw (DC equal to 8 + your equal to your Wisdom modifier.
proficiency bonus + your Wisdom This curse is invoked before the
modifier) or have their speed saving throw is rolled.
reduced to 0 until the beginning of • Amplify: You grant all allies
your next turn. within 5 feet of you this bonus
• Amplify: This curse becomes to their saving throw against the
ongoing, and can affect a triggering spell as well.
creature no more than two sizes ▪ Blood Curse of the Marked: As a
larger than you. At the end of bonus action, you can mark an
each of its turns, the cursed can enemy within 30 feet. Until the
make another Strength saving end of your turn, all crimson rite
throw. On a success, this curse damage you deal to the target is
ends. You can end the curse doubled.
whenever you like (no action • Amplify: You cause the marked
required) target to also lose resistance to
▪ Blood Curse of the Eyeless: As a your rite damage type until the
bonus action, you can cloud the beginning of your next turn.
vision of a creature within 30 feet, ▪ Blood Curse of Mutual Suffering:
imposing disadvantage on their As a bonus action, you can link to a
next attack. creature within 30 feet, forcing
• Amplify: The cursed suffers them to share in any pain they
disadvantage on all of their inflict upon you. Each time the
attacks until the beginning of cursed creature damages you, this
your next turn. curse deals necrotic damage to the
▪ Blood Curse of the Fallen Puppet: cursed creature equal to half of the
The moment a creature falls damage you suffered. This curse
unconscious or dies within 30 feet lasts for a number of rounds equal
of you, you can use your reaction to your Wisdom modifier
to have that creature immediately • Amplify: You double the
make a single weapon attack duration of this curse, and this
against a target of your choice cure’s damage ignores Necrotic
within its attack range. After the resistance.
attack, the creature returns to ▪ Blood Curse of Spell Sunder: When
being unconscious or dead. an enemy casts a spell within 30
• Amplify: You grant a bonus to feet that requires a spell attack roll
the attack roll and damage roll and targets you, you can use your
of the cursed creature’s attack reaction to rend the spell from the
equal to your Wisdom modifier. air, imposing disadvantage on the
▪ Blood Curse of the Fending Rite: spell attack roll.
When an enemy casts a spell, you • Amplify: You make a Wisdom
can use your reaction to deflect ability check. The DC equals 10
the spell with your crimson rite. + the spell’s level. On a success,

197
the creature’s spell is dispelled • Level 11
entirely. o Dark Velocity: While in dim light or
▪ Blood Curse of the Transfusion: As darkness, your speed increases by 10
a bonus action, you take 2d6 feet and opportunity attacks against
damage, and a living creature you you have disadvantage.
choose within 30 feet regains a o Crimson Rite: Choose an additional
number of hit points equal to that Primal Rite.
amount plus your Wisdom o (Improved) Blood Maledict: You can
modifier. This damage increases to now use your Blood Maledict three
3d6 at 11th level, and 4d6 at 17th times before each rest.
level.
• Amplify: Your target regains • Level 12
additional hit points equal to o Ability Score Improvement or Choice of
twice the damage you took to Feat
amplify this blood curse.
o Crimson Rite: Choose an additional • Level 13
Primal Rite. o Subclass Feature
o +5 Proficiency Bonus
• Level 7 o Sneak Attack die becomes 7d6
o Subclass Feature
• Level 14
• Level 8 o Hardened Soul: You can no longer
o Ability Score Improvement or Choice of become frightened, and you have
Feat advantage on saving throws against
magical Charm effects.
• Level 9 o Esoteric Rite: You gain one of the
o +4 Proficiency Bonus following types of Esoteric Rites that
o Grim Psychometry: You can take 10 can be used with your Crimson Rite:
minutes to meditate on an object to ▪ Rite of the Road: Thunder Damage
discern vague details regarding any ▪ Rite of the Oracle: Psychic Damage
lingering evil or wicked past surround- ▪ Rite of the Dead: Necrotic Damage
ing it. Make a Wisdom ability check. o Gain another blood curse.
Based on the result, the DM may reveal
obscure information about dark events • Level 15
that may have previously surrounded o Subclass Feature
the object, or hints toward a sinister
purpose. This feature has no effect on • Level 16
objects untouched by evil. o Ability Score Improvement or Choice of
Feat
• Level 10
o Subclass Feature • Level 17
o Gain another blood curse. o +6 Proficiency Bonus

198
o Enduring Form: While you are • Level 7
unconscious, you can spend two hit o Hallowed Veins: Your blood curses can
dice to reroll a death saving throw once now affect any creature, regardless of
per turn. their form or lack of blood.
o (Superior) Blood Maledict: You can now
use your Blood Maledict four times • Level 10
before each rest. o Supernal Surge: At the beginning of
your turn you can allow your body to
• Level 18 take on a swift, ghostly form. Use of
o Subclass Feature this feature costs no action. This effect
o Gain another blood curse. lasts a number of rounds equal to your
Wisdom modifier. While this surge
• Level 19 lasts, you can make a single weapon
o Ability Score Improvement or Choice of attack as a bonus action on each of
Feat your turns. In addition, you become
spectral for the duration, allowing you
• Level 20 to move through other creatures and
o Sanguine Mastery: When you have an objects as if they were difficult terrain.
active crimson rite, you no longer You take 1d10 force damage if you end
reduce your maximum hit points and your turn inside an object. If this surge
you take no damage when amplifying ends while you are inside an object,
blood curses. In addition, when you are you are immediately shunted to the
below one fourth of your current nearest unoccupied space that you can
maximum hit points and conscious, all occupy and take force damage equal to
of your crimson rite damage dice are twice the number of feet you moved.
maximized. Once you use this feature, you must
finish a rest before you can use it again.
o (Improved) Rite of the Dawn: Any
creature you hit with your Rite of the
Dawn is treated as an Undead creature,
Subclasses: for the purpose of additional damage.

Order of the Ghostslayer (CR): • Level 15


o Gravesight: You can see in normal
• Level 3 darkness, as well as see invisible
o Rite of the Dawn: You learn the esoteric creatures and objects, up to 60 feet.
rite of the dawn. When used with your
crimson rite, your damage becomes • Level 18
radiant. Also, if you hit an Undead o Vengeful Spirit: Whenever your hit
creature with your Rite of the Dawn, it points drop to 0, you can choose to let
suffers additional radiant damage equal your soul emerge from your body to
to your Wisdom modifier. fight on. Your body remains
unconscious and subject to death
saving throws per normal. At the

199
beginning of your next turn, you drop to 0 hit points, or die. You can use
manifest a spirit form in your space this feature twice and regain any
that picks up your weapons and expended uses when you finish a rest.
continuous fighting on, acting on your While you are transformed, you gain
turn and every one of your subsequent the following features:
turns under your control. Your spirit ▪ Feral Might: You gain a bonus to
form can move through other creatures melee damage rolls equal to half
and objects as if they were difficult your proficiency bonus. You also
terrain. This form is immune to all non- have advantage on Strength checks
magical damage. Your spirit form can and Strength saving throws.
only make the Move, Attack, Bonus ▪ Resilient Hide: Youhave resistance
(offhand attack), and Bonus (Crimson to bludgeoning, piercing, and
Rite) actions on your turn. If your spirit slashing damage from nonmagical
form takes any damage, it immediately weapons that arent’ silvered. Whil
vanishes. If your body dies, your spirit you are not wearing heavy armor,
form vanishes. If you regain any hit you gain a +1 bonus to your AC.
points, your spirit form vanishes. If your ▪ Predatory Strikes: Your unarmed
spirit form vanishes, it drops your strikes deal 1d6 damage and are
weapons in its space. considered a single weapon in
regards to your crimson rite
feature. You can use Dexterity
instead of Strength for the attack
Order of the Lycan (CR): and damage rolls of your unarmed
strikes. When you use the Attack
• Level 3 action with an unarmed strike, you
o Heightened Senses: You gain advantage can make another unarmed strike
on any Perception checks that rely on as a bonus action. Your claws
hearing or smell. damage die increases to 1d8 at
o Hybrid Animal: Choose an animal that 11th level, and 1d10 at 18th level.
will become your variation of your ▪ Cursed Weakness: You have
lycanthropy. (i.e. wolf, bear, tiger, boar, vulnerability to damage from
rat, goat, etc.) silvered weapons.
o Hybrid Transformation: You begin to ▪ Bloodlust: At the start of your
learn to control the lycanthropic curse turn, if you’ve taken any damage
that flows through your blood. As an since the beginning of your last
action, you can transform into your turn, you must make a Wisdom
hybrid form. This form lasts for 10 saving throw to maintain control.
minutes. You can speak, use The DC equals 10, or 15 if you have
equipment, and wear armor in this no more than half of your hit
form. You can revert to your normal points left. On a failed save, you
form earlier by using an action on your must move directly towards the
turn. You automatically revert to your nearest creature to you and use
normal form if you fall unconscious, the Attack action against that
creature. If there is more than one

200
possible target, the DM chooses • Level 18
the target. Your turn immediately o Hybrid Transformation Mastery: You
ends, and you regain control. If you can now use your hybrid transforma-
are under an effect that prevents tion feature three times between rests.
you from concentrating, you You also gain the Blood Curse of the
automatically fail this saving Howl for your blood maledict feature.
throw. This does not count against your blood
curses known.
• Level 7 o Blood Curse of the Howl: As an action,
o Stalker’s Prowess: Your speed increases you howl at a creature within 30 feet. If
by 10 feet. You also can add 10 feet to the target creature can hear you, they
your long jump distance and 3 feet to must succeed on a Wisdom saving
your high jump distance. throw (DC equal to 8 + your proficiency
o (Improved) Predatory Strikes: When bonus + your Wisdom modifier) or be
you have an active rite while in your stunned until the end of your next turn.
hybrid form, your unarmed strikes are ▪ Amplify: This curse affects every
considered magical for the purpose of creature within 15 feet of you.
overcoming resistance and immunity.

• Level 11
o Advanced Transformation: You can now Order of the Mutant (CR):
transform into your hybrid form as a
bonus action, and your hybrid • Level 3
transformation now lasts for up to 30 o Mutagen Craft: During a rest, you can
minutes. concoct a single mutagen. Consuming a
o (Improved) Resilient Hide: While you single mutagen requires a bonus
have an active crimson rite, you gain action, and the effects and side effects
resistance to the damage type of your last until you take a rest to meditate
chosen rite. and flush the toxins from your system.
o Feral Precision: While in your hybrid Mutagens have no effect on large or
form, you gain a +2 bonus to melee larger creatures, and only impart the
attack rolls made with your unarmed side effects on other medium or
strikes. smaller creatures that drink the entire
mutagen. They are also unatable by
• Level 15 nature, losing their potency over time
o Iron Volition: Whenever you make a and becoming inert if not swallowed
Wisdom saving throw to maintain before you finish your next rest.
control of your hybrid form, you do so o Mutation Score: Your blood hunter level
with advantage. divided by 4, rounded up.
o Pack Hunter: While in your hybrid form, o Formulas: You learn three mutagen
you have advantage on an attack roll formulas of your choice.
against a creature if at least one of your ▪ Celerity: Your Dexterity score
allies is within 5 feet of the creature increases by an amount equal to
and the ally isn’t incapacitated.

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your mutation score, as does your your mutation score, as does your
Dexterity maximum. Wisdom maximum.
❖ Side Effect: Your Wisdom score ❖ Side Effect: Your armor class is
decreases by an amount equal reduced by an amount equal to
to your mutation score. your mutation score.
▪ Conversant: You gain advantage ▪ Shielded: You gain resistance to
on Intelligence ability checks. slashing damage.
❖ Side Effect: You have ❖ Side Effect: You gain
disadvantage on Charisma vulnerability to bludgeoning
ability checks. damage.
▪ Impermeable: You gain resistance ▪ Unbreakable: You gain resistance
to piercing damage. to bludgeoning damage.
❖ Side Effect: You gain ❖ Side Effect: You gain
vulnerability to slashing vulnerability to piercing
damage. damage.
▪ Mobility: You gain immunity to the ▪ Wariness: You gain a bonus to
grappled and restrained initiative equal to 2 times your
th
conditions. At 10 level, you also mutation score.
are immune to the paralyzed ❖ Side Effect: You have
condition. disadvantage on Perception
❖ Side Effect: You gain a penalty to checks.
initiative equal to 2 times your
mutation score. • Level 7
▪ Nighteye: You gain darkvision for o Advanced Mutagen Craft: During your
up to 60 feet. If you already have rests, you can create two mutagens.
darkvision, this increases its range Both must be of different formulas, and
by 60. can be ingested with overlapping
❖ Side Effect: You gain sunlight effects that last until you finish your
sensitivity. next rest. At 15th level, you can now
▪ Potency: Your Strength score create three mutagens during your
increases by an amount equal to rests.
your mutation score, as does your o New Formula: You choose another
Strength maximum. mutagen formula to learn, in addition
❖ Side Effect: Your Dexterity score you may replace one formula you know
decreases by an amount equal with one that you do not.
to your mutation score. o Additional Formula Options:
▪ Rapidity: Your speed increases by ▪ Precision: Your weapon attacks
10 feet. At 15th level, your speed score a critical hit on a roll of 19-
increases by 15ft. instead. 20. At 15th level, you score a critical
❖ Side Effect: Attack rolls made hit on an 18-20.
against you are considered a ❖ Side Effect: All healing you
critical hit on a roll of 19-20. receive is halved.
▪ Sagacity: Your Wisdom score ▪ Reconstruction: While conscious,
increases by an amount equal to you regenerate hit points equal to

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2 times your mutations score at benefits and side effects of this
the start of your turn as long as mutagen permanently, at all times. This
you are above 0 hit points. effect cannot be altered or ignored by
❖ Side Effect: Your speed your strange metabolism feature. You
decreases by 10 ft. cannot change this choice of formula
after this feature is acquired.
• Level 10 o New Formula: You choose another
o Robust Physiology: You gain immunity mutagen formula to learn, in addition
to poison damage and the poisoned you may replace one formula you know
condition. with one that you do not.
o New Formula: You choose another
mutagen formula to learn, in addition
you may replace one formula you know
with one that you do not.
o Additional Formula Options:
▪ Aether: You gain a flying speed of
20 feet.
❖ Side Effect: You have
disadvantage on all Strength
and Dexterity ability checks.
▪ Cruelty: Once per turn, when you
take the attack action, you can
make one additional attack, this
stacks on with your Extra Attack
feature.
❖ Side Effect: You have
disadvantage on all saving
throws.

• Level 15
o Strange Metabolism: Upon imbibing a
mutagen, you can choose to ignore the
side effect of that mutagen for the
duration. Once you use this feature,
you must finish a rest before you can
use it again.
o New Formula: You choose another
mutagen formula to learn, in addition
you may replace one formula you know
with one that you do not.

• Level 18
o Exalted Mutation: Choose one of your
known mutagen formulas. You gain the

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