Subclass Compendium
Artificer - Specialty: Siegesmith
Siegesmiths are artificers that have focused their efforts on learning how to best conduct a siege, no matter which side they find themselves on. They use their skills to break or reinforce defenses, keep their side supplied, and deal with any breakthrough. This makes them an invaluable part of any army during wartime, and costly consultants in times of peace.
Tool Proficiency
When you take this specialty at 3rd level, you gain proficiency in mason's tools. If you already have this proficiency, you gain proficiency with another type of artisan's tools of your choice.
Siegesmith Spells
Additionally, you always have certain spells prepared after you reach particular levels in this class, as shown in the Siegesmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Siegesmith Spells
| Artificer Level | Spells |
|---|---|
| 3rd | catapult, thunderwave |
| 5th | knock, shatter |
| 9th | create food and water, dispel magic |
| 13th | dimension door, stoneshape |
| 17th | passwall, wall of force |
Siege Tools
At 3rd level, your knowledge of sieges and the equipment needed for them grants you proficiency with martial weapons.
Personal Siege Weapon
Also at 3rd level, you have learned to make your weapons more effective for siegework. You modify and empower your weapon over the course of 1 hour, which can be done during a short rest.
You can have up to two personal siege weapons. If you attempt to create a third weapon, you must end the enchantment on one of the other two.
While wielding your personal siege weapon, you gain the following benefits:
- You cannot be disarmed of your weapon unless you are incapacitated.
- You can use your siege weapon as a spell casting focus for your artificer spells.
- When you hit with a weapon attack using your siege weapon, you deal an additional 1d8 force damage
- Any attacks you make or spells cast you cast using the weapon as your focus deal double damage to structures and objects.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Deconstructive Skills
At 9th level, you've taken your knowledge of structural weaknesses and learned to apply them to smaller targets. When you hit a creature with a weapon attack or a spell cast using your siege weapon, you can add 1d8 to the damage total. If the target creature is a construct, they take an additional 2d8 damage instead. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Siege Master
Starting at 15th level, you have learned to maximize the destructive force of your personal siege weapons. Your attacks and spells using your siege weapons now deal triple damage to structures and objects, and attacks made with your personal siege weapon deal an additional 2d8 force damage.
Barbarian - Primal Path: Path of the Grave
Barbarians are no strangers to death. They are brutal warriors that deal it to their foes without remorse, and often meet their own head on. But some are changed by their encounters with death and what comes after. Those barbarians who walk this path are infused with necrotic and negative energy, growing stronger as they kill and weakening their foes. You can choose the origin of your deathly power or determine it by rolling on the Connection to Death table.
Connection to Death
| d4 | Origin |
|---|---|
| 1 | You are a necromancer's experimental flesh golem that escaped after being brought to life. |
| 2 | You were stillborn, but a stranger brought you back and then disappeared without a word. |
| 3 | You have impressed Death with your battles, and they imparted you with some of their power. |
| 4 | You have died. Repeatedly, and often. But a cleric keeps resurrecting you. |
Sapping Strike
Starting when you choose this path at 3rd level, you channel necrotic energy into your weapon strikes, weakening your enemies. While raging, the first creature you hit each turn takes an additional 1d8 necrotic damage, and cannot regain hit points until the start of your next turn.
Soul Siphon
Starting at 6th level, your connection to death allows you to bolster yourself with the souls of the fallen. While raging, whenever a creature is reduced to zero hit points within 30ft of you, you can use your reaction to gain a number of temporary hit points equal to your barbarian level plus your Constitution modifier. Additionally, you gain resistance to necrotic damage.
Soul Caller
At 10th level, you can cast the spell speak with dead without using a spell slot or material components. Wisdom is your spell casting ability for this, and after you use this ability, you cannot use it again until you finish a short or long rest.
Wrath of the Dead
At 14th level, your connection to the dead has blurred the line between if you are alive or dead. You don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. Additionally, any critical hit against you counts as a normal hit unless you are incapacitated or the damage dealt is radiant damage, and you have advantage on death saving throws.
Bard - Bardic College: College of Silence
The College of Silence is an unusual one when compared to most other bardic colleges. Though all bards harness the magic of the world through their music and art, bards of the College of Silence more often than not make use of the absence of sound, and how often people take its presence for granted.
Bonus Proficiencies
When you join the College of Silence at 3rd level, you gain proficiency in the Stealth and Insight skills.
Sound of Silence
Also at 3rd level, you learn the silence spell, which does not count against the number of bard spells you know. When you cast this spell, you can spend a use of your Bardic Inspiration instead of a spell slot. When you cast the spell in this way, it is centered on you, the spell's area moves with you, and you are not deafened while in its area.
Additionally, you no longer need to use verbal components when casting your bard spells.
Good Vibrations
At 6th level, your manipulation of sound has bolstered you against sonic attacks. You gain resistance to thunder damage.
Stolen Voice
Also at 6th level, you have learned to force silence upon other creatures when necessary. Whenever a creature you can see and hear casts a spell with a verbal component within 60 ft of you, you can use your reaction to try and rob them of their voice and potentially interrupt their casting. The target must make a Charisma saving throw against your Spell save DC.
On a failure, the target fails to cast their spell and cannot speak or cast a spell with a verbal component until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Silent Performance
At 14th level, your skill with the silence spell has reached its mastery. When you cast this spell using your Bardic Inspiration, you gain the following benefits while concentrating on the spell:
- The spell's area increases to a 30ft radius.
- You can select a number of creatures up to your Charisma modifier that can speak, hear, and cast spells normally within the spell's area.
Cleric - Divine Domain: Winter Domain
The Winter domain is usually viewed in one of two ways: harsh and unforgiving, or peaceful and quiet. Those Clerics who channel the power of winter are as capable as providing a warm fire and shelter as they are of leaving their foes in the bitter cold.
Winter Deities
| Example Diety | Pantheon |
|---|---|
| Auril | Forgotten Realms |
| Silvanus | Forgotten Realms |
| Urogalan | Halfling |
| Vaulkauna | Dwarven |
| Telchur | Greyhawk |
| Thrym | Giant |
Winter Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | armor of Agathys, ice knife |
| 3rd | blindness/deafness, warding wind |
| 5th | sleet storm, slow |
| 7th | fire shield, ice storm |
| 9th | cone of cold, mislead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Tough As Ice
Also at 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.
Channel Divinity: Winter's Grasp
At 2nd level, you can use your Channel Divinity to freeze your enemies in their tracks.
As an action, you present your holy symbol, forcing each hostile creature within a 20ft cone to make a Constitution saving throw. A creature takes cold damage equal to 2d10 + your cleric level and has their speed reduced to 0 on a failed saving throw, or half as much damage and their speed is not reduced on a success.
Permafrosted
At 6th level, your divine connection to the cold grants you the following abilities:
- You gain resistance to cold damage.
- Your spells and abilities ignore resistance to cold damage.
Divine Strike
At 8th level, you gain the ability to empower your attacks with frozen might. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Winter's Bite
At 17th level, your frozen blessings become more powerful:
- You gain immunity to cold damage.
- Your Winter's Grasp now deals cold damage equal to 4d10 + your cleric level, and creatures who succeed on the saving throw still have their speed reduced by half.
Druid - Druid Circle: Circle of Vines
Druids of the Circle of Vines cherish plant life and thus are most often the ones tending to the plants of their domain, and are sometimes indistinguishable from their surroundings. They prune and guide the growth of healthy plants, as well as clear away the dead or incurably diseased. Though slow to anger, druids of this circle know that with enough time, even the grandest cities and buildings are torn down and reclaimed by the growth of the forest.
Circle Spells
Beginning at 2nd level, your connection to the flora of the world grants you access to certain spells when you reach a certain level in this class, as shown in the Circle of Vines Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Vines Spells
| Druid Level | Spells |
|---|---|
| 2nd | ensaring strike, entangle |
| 3rd | enlarge/reduce, spike growth |
| 5th | speak with plants, stinking cloud |
| 7th | blight, freedom of movement |
| 9th | awaken, wrath of nature |
Verdant Wild Shape
Also at 2nd level when you choose this circle, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You can ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Also, when you Wild Shape you can expend a druid spell slot of 1st-level or higher to empower your wild shape with your plant magic, granting you the following benefits:
- Your form is made up of plants, such as vines and roots, and considered a plant instead of a beast.
- Your Armor Class cannot be lower than 16.
- You gain 1d8 temporary hit points per level of the spell slot expended.
Forest's Strike
Starting at 6th level, when you empower your beast shape with plant magic, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Plant Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to take the form of a plant with a CR of 5 or lower.
Sun's Rejuvenation
At 14th level, you are so attuned to the nature of plants, it has physically altered your body, granting the following benefits while while you are in sunlight for at least 1 hour each day:
- You no longer need to eat or drink.
- If you have less than half your total number of hit points, you regain a number of hit points equal to half your druid level at the start of each of your turns.
Fighter - Martial Archetype: Elemental Warrior
Elemental Warriors are fighters who have learned to harness the very elements themselves in combat, and are typically known by names such as Blaze, Storm, Frost, or Corroded Knights. Some have a natural affinity for a specific element, while others learned to harness them through rigorous study and training. Whatever people call them or how they learned this power, they are as fierce and unrelenting as the elements they channel.
Elemental Infusion
Beginning at 3rd level, you choose an elemental damage type: acid, cold, fire, lightning, or thunder. As a bonus action, you can infuse your weapon with elemental energy of your chosen type for 1 minute. While your weapon is infused, you deal an additional 1d6 damage of that type when you hit and this damage is considered magical. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses after a long rest. When you gain a level in this class, you may change one of your chosen elements if you so choose. When you reach certain levels in this class, you can select additional elements as shown in the Chosen Elements table.
Chosen Elements
| Fighter Level | Number of Elements |
|---|---|
| 3rd | 1 |
| 7th | 2 |
| 10th | 3 |
| 15th | 4 |
| 18th | 5 |
Elemental Education
Also at 3rd level, your training in elemental magic has taught you about the elements themselves and the arcane theory surrounding them. Whenever you make an Intelligence (Nature) or Intelligence (Arcana) check related to your chosen element, you are considered proficient in that skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Natural Shield
At 7th level, while your Elemental Infusion is active, you have resistance to the damage type of your active infusion.
Enhanced Infusion
At 10th level, your infusions now extend to your armor as well. If a creature hits you with a melee attack while your Elemental Infusion is active, the creature takes 5 damage of the infused element. Additionally, the damage of your Elemental Infusion increases to 1d8.
Primal Surge
At 15th, when you use your Action Surge, you can choose to release a blast of elemental energy. Based on your chosen element, all hostile creatures within 20ft of you must make either a Dexterity (for acid, fire, or lightning) or Constitution (for cold or thunder) saving throw or take 3d10 damage of your chosen element, or half as much on a successful saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier.
Elemental Commander
At 18th level, you are so skilled with the elements, you can call forth an elemental to fight alongside you. You can cast the spell summon elemental without a spell slot or material components. If your elemental infusion is active, your summoned elemental does an additional 1d6 damage of the active type when it attacks.
Once you cast the spell with this feature, you can't do so again until you complete a long rest. Additionally, your Elemental Infusion damage increases to 1d10.
Monk - Monastic Tradition: Way of the Void
Monks who follow the Way of the Void have attuned their ki to the unknown spaces between worlds. Through their meditations, they have seen that the space between worlds is no different than the space between people, and channel their abilities to allow them to bridge those gaps and harness the freezing darkness of the void when necessary.
Harness the Void
At 3rd level, you have learned to use the void to extend the reach of your attacks and empower your senses. When you take the Attack action on your turn, your reach is 5ft greater than normal. When you reach 11th level in this class, your reach is increased to 10ft greater than normal, and your unarmed strikes deal an additional 1d6 cold damage. Additionally, you gain darkvision out to a range of 60ft, and at 11th level, can see in both magical and nonmagical darkness.
Void Warp
At 6th level, when you use your Step of the Wind feature, you can instead choose to teleport to a spot within 60ft instead of using the Dash or Disengage action. When you do so, you create a tear in space that connects your original location and destination that other creatures can use to travel between the two points using only 5ft of movement. The rift lasts until the end of your next turn.
Negation
At 11th level, you have learned to absorb magical energy. As a reaction, you can attempt to negate the effect of a spell being cast as if using counterspell, using Wisdom as your spellcasting modifier. You can increase the level of the spell by spending a number of ki points up to your proficiency bonus. On a success, the spell fails and you gain temporary hit points equal to twice the level of the spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.
One with the Void
At 17th level, you have mastered channeling the Void through your body. As a bonus action, you can spend 5 ki points to enter a Void state for 1 minute that grants the following benefits:
- Attacks against you are made with disadvantage
- Your attacks have a reach of 20ft greater than normal and deal an additional 2d6 cold damage.
Paladin - Sacred Oath: Oath of the Wilds
The Oath of the Wilds is for those paladins who find themselves most comfortable in the wild places of the world, far from crowded cities and the trappings of civilization. They see wild animals as kindred spirits, and seek to embody their tenacity, ferocity, and power. Those who take this oath are easily mistaken for green or fey knights at first glance, but quickly reveal their almost feral nature when crossed. They serve as dedicated guardians of the natural world and are quick to drive off settlers or those who would dare to harm the places they claim as home, for these warriors know the wild places are worth protecting from the march of "progress."
Tenets of the Wilds
The tenets of the Oath of the Wilds are simple, brutal, and unforgiving.
Trust Your Instincts. The wilderness is filled with warnings for those who take the time to find and read them.
Only What You Need. Greed is the downfall of many a beast. Whether it is an easy meal hiding a trap, or hunting too much in one place.
Stick With the Pack. Only the mightiest creatures work alone, but even they can fall when outnumbered. Find your pack, strike together, and survive together.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Wilds Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Wilds Spells
| Paladin Level | Spells |
|---|---|
| 3rd | hunter's mark, animal friendship |
| 5th | pass without a trace, enhance ability |
| 9th | haste, conjure animals |
| 13th | freedom of movement, polymorph |
| 17th | awaken, destructive wave |
Unarmored Defense
When you take this oath at 3rd level, your armor class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Channel Divinity
When you take this oath at 3rd level, you also gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works
Predatory Senses
As an action, you can use your Channel Divinity to sharpen your senses. For the next 10 minutes, you have advantage on Wisdom (Survival) and Wisdom (Perception) checks; you cannot be slowed by difficult terrain; and you can take the Dash action as a bonus action.
Fury of the Wild
As a bonus action, you can use your Channel Divinity to empower your body with the might of a savage beast. For 1 minute, you gain resistance to bludgeoning, piercing, and slashing damage.
Aura of Savagery
Starting at 7th level, you and friendly creatures within 10 feet of you can add one extra weapon damage die to an attack once per turn. At 18th level, the range of this aura increases to 30 feet.
Primal Rebuke
When you reach 15th level, you can strike at enemies that attack you or your pack. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to move to up to half your speed and make an attack against the attacker. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Dire Warrior
At 20th level, you can channel the untamed power of the wilderness and its beasts to become an avatar of their fury. As an action, you undergo a transformation and gain the following benefits for 1 minute:
- Your size increases to Huge, and your reach increases by 5 ft while you are that size. If you lack the room to become Huge, your size doesn't change.
- You have advantage on attack rolls against a creature if at least one of the your allies is within 5 ft of the creature and the ally isn't incapacitated.
- Your attacks deal an extra 1d8 damage to any creature that is below their hit point maximum.
Once you have used this feature, you cannot do so again until you have completed a long rest.
Ranger - Ranger Archetype: Hellwalker
Rangers are known to travel far and wide, and combat dangers to others. Some take this hunt to incredible extremes, going so far as to track extraplanar threats to their home planes. Those who travel the Lower Planes are known as Hellwalkers, though they also traverse the Abyss, Gehenna, and others. These rangers hunt fiends relentlessly and do everything they can to combat their influence over mortals. However, some fall to the lies and offers of power fiends so readily deal in, and instead use their skills to benefit their fiendish allies. These fallen rangers are the most hated, and the only beings that a typical Hellwalker hates more than fiends.
Fiend Bane Strikes
Starting at 3rd level, you've learned to draw on the power of the Upper Planes to empower your attacks. When you hit a creature with a weapon, you can deal an extra 1d4, or 1d6 if the target is a fiend, radiant damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6, 1d8 if the target is a fiend, when you reach 11th level in this class.
Hellwalker Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Hellwalker Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Hellwalker Spells
| Ranger Level | Spells |
|---|---|
| 3rd | detect evil and good |
| 5th | magic weapon |
| 9th | magic circle |
| 13th | banishment |
| 17th | dispel evil and good |
Alternate Hellwalker Spells: Perhaps your Hellwalker works for some of the fiendish powers of the Lower Planes instead of against them. If so, consider this alternate spell list for your 1st through 5th level bonus spells: hellish rebuke, hold person, summon lesser demon, summon greater demon, and infernal calling
Fiendish Lore
Also at 3rd level, your dedication to hunting fiends has taught you much about them. When you make an Intelligence (Arcana) or Intelligence (Religion) check, you gain a bonus to the check equal to your Wisdom modifier (minimum +1). Additionally, you gain proficiency in either the Arcana or Religion skills, and you can speak, read, and write either Infernal or Abyssal.
Flamescarred Soul
At 7th level, your constant exposure to hellfire has inured your very soul against fire of all kinds. You gain resistance to fire damage, and you have advantage on saving throws against any effects that would deal fire damage.
Quick Binder
At 11th level, you have learned how to quickly trap fiends and other extraplanar enemies. When you cast the spell magic circle you can modify it to only take an action to do so. If you do so, the spell's duration becomes one minute for that casting, and can only be cast in its reversed form.
Fiendslayer
At 15th level, you have learned how to banish your foes with extreme prejudice. You learn the spell banishing smite and it doesn't count against the number of ranger spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Rogue - Roguish Archetype: Bloodknife
Bloodknives are among the most skilled, dangerous, and expensive assassins in the world. Though most arcanists scoff at their limited application of hemomancy, there is no denying that it makes them extremely effective and their services are worth every platinum piece.
Sanguine Power
Beginning at 3rd level, your practice with blood magic has paid off, allowing you a measure of control over the toll it takes on your body. This control is represented by your Blood dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel your ability to use your various hemomantic skills, which are detailed below, without endangering yourself.
Some of your powers expend the Blood die they use, as specified in a power's description. If you use an ability that requires a Blood dice when you have none, you instead lose one hit dice and take 1d8 necrotic damage per Blood dice that would have been expended.
You regain all your expended Blood dice when you finish a long rest. In addition, when you complete a short rest, you can choose to expend one or more hit dice to regain an equal number of Blood dice.
- Blood Strike When you deal damage with your Sneak Attack, you can choose to expend a number of Blood dice up to your proficiency bonus and deal bonus necrotic damage equal to the total rolled.
- Pierce the Dark You can use your blood magic to better navigate in the dark. As a bonus action, you can expend a Blood dice and roll it. For a number of hours equal to the roll, you can see in magical and non-magical darkness out to a distance of 60 feet.
Eye for Anatomy
Also at 3rd level, your study of blood magic has also taught you about anatomy. You gain proficiency in the Medicine skill, and you can make a Wisdom (Medicine) check as a bonus action.
Enhanced Action
At 9th level, your blood magic can be used to enhance your reflexes even further. When you use your Cunning Action, you can expend a Blood dice to enhance your bonus action:
- Dash. Your movement speed is doubled until the end of your turn.
- Disengage. You can make one attack as part of the same bonus action.
- Hide. You have advantage on your Dexterity (Stealth) check.
Sanguine Grasp
At 13th level, you have learned to use your blood magic for more than just physical enhancement. You can cast the spell hold person without any material components. Your spellcasting ability for this is Intelligence, and the DC for your spell save is 8 + your proficiency bonus + your Intelligence modifier. Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend two Blood dice to do so again.
Night's Shade
At 17th level, you can unleash the full power of your blood magic. As a bonus action, you can spend 1 or more Blood dice to magically enhance your combat skills. For each Blood dice you spend, you can gain one of the following benefits of your choice, the effects of which last for 1 minute:
- Your weapon attacks score a critical hit on a roll of 19 or 20.
- You can you can Attack twice, instead of once, whenever you take the Attack action on your turn. You can also use your Sneak Attack twice on your turn, but not against the same target more than once per turn.
- You become cloaked in moving shadows, causing all attacks made against you to have disadvantage. If you take damage, this property ceases to function until the start of your next turn.
Once these effects end, you take 1d6 necrotic damage per Blood dice used.
Sorcerer - Sorcerous Origin: Blood Magic
All sorcerers have a deep, innate connection to magic, whether it stems from a dragon's boon, chaos itself, or the powers of the various planes of the multiverse. Blood magic, also known as hemomancy, draws on the power of life itself and can be as dangerous to the wielder as it is to their foes. As a blood sorcerer, consider how you got your power. Consult the Blood Magic Source table for possible origins for your powers, or create your own origin.
Blood Magic Source
| d4 | Origin |
|---|---|
| 1 | Your ancestor was a mighty wizard, and a lifetime of spellcasting caused magic to seep into their very blood. |
| 2 | You gained your powers through a blood ritual that involved human sacrifice. |
| 3 | You have been chosen by a blood god as their herald, whether you like it or not. |
| 4 | You were once a vampire's thrall. Your former master is dead, but you have been changed by their power. |
Blood Magic
You learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or enchantment spell from the sorcerer, warlock, or wizard spell list.
Blood Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | cause fear, false life |
| 3rd | blindness/deafness, hold person |
| 5th | life transference, vampiric touch |
| 7th | blight, dominate beast |
| 9th | enervation, hold monster |
Strength in the Blood
At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. Additionally, your connection with blood magic improves healing effects. Whenever you gain hit points as part of a spell or magical effect, you can add your Constitution modifier to the total number of hit points recovered.
Blood Price
Starting at 6th level, whenever you finish a short rest and expend hit dice to recover hit points, you can choose to use one of your hit dice rolled to instead recover a number of sorcery points equal to the roll.
Additionally, whenever you roll damage for a spell, you can expend 1 to 5 sorcery points to take that number of d6s in necrotic damage, and add the total to your damage roll.
Sanguine Focus
Also at 6th level, the magic in your blood has become so strong, it serves as a natural arcane focus. You no longer need an arcane focus or material components that don't have a gold cost when casting spells.
Blood Harvest
Starting at 14th level, you have learned to draw out the remaining life force from creatures you kill. When you reduce a creature of size Small or larger to zero hit points, you can use your reaction to roll a number of your d6s up to half your sorcerer level and regain that many hit points. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hemorrhagic Storm
When you reach 18th level, you have mastered the power of blood magic. As an action, you can target a number of creatures you can see up to your Charisma modifier and force them to make a Constitution saving throw against your spell save DC. On a failed save, a target takes 10d10 necrotic damage and is paralyzed until the end of your next turn. On a successful save, a creature takes half as much damage and isn't paralyzed. Once you use this feature, you cannot do so again until you finish a long rest, unless you spend 6 sorcery points to use it again.
Warlock - Otherworldly Patron: The Forest Ancient
You have made a pact with an ancient entity of the green places of the world, such as an ancient treant, an arch druid, or even a fey being more concerned with nature than the "typical" interests of other fey. These beings guard the natural world and will protect them fiercely, but are also generous to those they see as kindred spirits.
Expanded Spell List
The Forest Ancient lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Forest Ancient Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | cure wounds, entangle |
| 2nd | flaming sphere, spike growth |
| 3rd | erupting earth, speak with plants |
| 4th | dominate beast, summon elemental |
| 5th | awaken, wrath of nature |
Bonus Cantrips
At 1st level, you learn the Thorn Whip and Druidcraft cantrips. They count as warlock cantrips for you, but don't count against your number of cantrips known.
Forest's Bounty
At 1st level, your patron empowers you, making you more resilient. Parts of your body take on a tough, bark like texture. Whenever you are not wearing armor, your AC is equal to 13 + your Dexterity modifier.
Ancient Wards
At 6th level, you learn to harness the protective power of your patron's ancient magics. You gain resistance to damage from spells.
Nature's Sentinel
Beginning at 10th level, you learn the spell guardian of nature. It counts as a warlock spell for you, but doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you cast this spell, your patron empowers the spell further, granting you resistance to bludgeoning, piercing, and slashing damage.
Soul of the Forest
At 14th level, you are truly one with nature. You can perform a ritual over 7 days for 8 hours each day to bind your soul to a tree. While your soul is bound to the tree, you gain the following benefits:
- You do not need to eat or drink.
- For every 10 years that pass, your body ages only 1 year.
- When you die, your soul transfers to the tree, provided that the soul is free and willing to return. While your soul is within the tree, the tree grows you a new body over the course of 30 days, as if it were a fruit, branch, or some other natural growth on the tree. The body is physically identical to your original and has the same personality, memories, and abilities, but none of your equipment. Your original body's physical remains, if they exist, can be used to restore you to life if you so choose.
If you attempt to bond with a second tree, you must break the bond with the previous tree. If your soul tree is destroyed, you may bind yourself to another tree with this ritual. However, if your soul tree is destroyed while your soul is housed within it, you die and cannot be restored to life except by a true resurrection or wish spell.
Wizard - Arcane Tradition: Psionicist
All wizards take pride in their intellect and the rigorous hours spent studying the arcane. But wizards who study psionics take a step beyond mere study, and learn to weaponize their very mind, using their talents to bolster their spellcasting and hamper their foes.
Psionic Power
When you choose this tradition at 2nd level, your studies have taught you how to tap into your natural psionic energy. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
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Psychic Concentration. When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can roll one Psionic Energy die and add the number rolled to the saving throw, potentially turning failure into success. You expend the die only if the roll succeeds.
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Psionic Casting. When you cast a spell from your spellbook, you can expend one Psionic Energy die to cast it without any verbal, somatic, or material components not consumed by the spell. When you cast a spell this way, the level of the spell must be less than or equal to half your wizard level.
Psionic Recovery
Also at 2nd level, when you use your Arcane Recovery feature, you can also choose to recover a number of expended Psionic Energy die, up to a total number equal to your proficiency bonus.
Psychic Interference
Beginning at 6th level, you have learned to use your psionic power and make your spells more difficult to resist. When a creature succeeds on a saving throw against one of your spells, you can use your reaction to roll a Psionic Energy die. Roll the die and subtract the number rolled from the target's saving throw total, potentially causing them to fail. You expend the die only if the target fails the saving throw with the new total.
Greater Telepathy
At 10th level, you add the spell Rary's Telepathic Bond to your spellbook if it is not there already. When you cast this spell, you can instead choose to expend a Psionic Energy dice instead of a spell slot. When you cast the spell in this way, it lasts for a number of hours equal to one roll of your Psionic Energy dice.
Mindbreaker
Starting at 14th level, you have learned to use your psionic power to its fullest potential and overwhelm the minds of your enemies. As an action, you can target another creature you can see, and force them to make an Intelligence saving throw against your spell save DC. On a failure, a target takes 10d6 psychic damage, and half as much damage on a successful saving throw. Any target that is concentrating on a spell when they take damage from this feature has disadvantage on their saving throw to maintain concentration. Once you have used this feature, you cannot do so again until you complete a long rest, unless you expend three Psionic Energy dice to use it again.