Dragonmaw Chronicles: Campaign Guide

by Chia_Pet7

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Dragonmaw Chronicles

Table of Contents

  • 0Chapter 4: Spells

  • 6Chapter 5: The Dragonmaw Peninsula

  • 0Chapter 6: Deities

  • 0Chapter 7: Factions

  • Notes

    Currently this is a Work in progress that is far from finished.

    Table of contents links wont work as they are tied to page numbers and the page count keeps expanding.

    To Do List

    Current list of "todo" is as follows:

    • Continue adding Races that I feel should be in world for story puposes.
    • Flesh out all regions of the world with descriptive text and map links.
    • Change all Race/Class flavor text to be Dragonmaw specific.
    • Build complete Spell list from WotC sources, with some Kobold Press Content.
    • Add full descriptions of the Gods of Dragonmaw
    • Create timeline for the world.

    Ideas, comments, or whatever

    As I build this I am open to criticism or Ideas. I could use some help if anyone is willing. This is a large task, and not for profit obviously.

    Contact Me

    You can contact me via:
    Email: outlawphantom@yahoo.com
    Reddit: u/Chia_Pet7

    Part 1

    Introduction

    Chapter 1: The Dragonmaw Chronicles

    Welcome to the world of Searus. Searus is a world of adventure fraught with peril. It is a place upon which Evil has gained the upper hand, and continuously attempts to press its advantage. Most of the world is either overrun by darkness or wilderness. The Free Folk of the world are constantly vigilant and work together to survive. Together they explore and push back against the tide whenever possible. Currently most of the known Free Folk are concentrated on the Dragonmaw Peninsula. Its northern border is protected by a large impassable mountain terrain, and it is here that they hold back the dark tide.

    Brief history

    Well over 500 years ago, the dark god Vexa'Scion, began a war on Searus. Through his Commander, Azul the Lich King, he drove the Orcs and Goblins of the surface world to fight the various Free Folk across Searus. For over 150 years, various wars were waged across the continent of Central Trangaea. As this happened on the surface world, the Realm of the Underdark was also at war. The Dark Elves, driven by Lillith, Goddess of Vice, saw an opportunity to advance their power, and they too waged a war deep in the dark recesses of the world.

    At first, the Free Folk of the world fought alone, separated by race, each thinking they could attain victory alone. However, over time it became apparent they could do no such thing. Putting their differences aside, they banded together to fight back. However, the Lich King could replace his fallen with Necromancy. Dead Orcs, Goblins, Humans, Elves and more were re-animated and continued the onslaught.

    About 300 years ago the free people were almost completely spent, most had fallen back from their ancestral homes, forever being pushed south toward the Dragon-Maw Peninsula. The Free Folk attempted to make a final stand at the Dragons’ Artery, a powerful river that flows from the northwest, dips south just north of the Dragon-Maw Mountains and heads back northeast. Here there were three great cities, the southernmost called Dragonsgate. Dragonsgate sits at the southernmost bend of the Dragons’ Artery, guarding the road to the Dragon-Maw Mountains.

    The Free Races

    The Free Folk consist of primarily the following;

    Aasimar,

    Catfolk,

    Humans,

    Elves,

    Firbolg,

    Gnoll,

    Half-elves,

    Dwarves,

    Halflings,

    Minotaur,

    Mousefolk,

    Warforged.

    Besides these there are other less known races counted as friends with the free folk.

    Battle of Dragonsgate

    The Battle for Dragonsgate was when the free folk truly came together for the common good. Pressed from the Northeast and the Northwest, the Free Folk had fallen back to the last three cities North of the mountains along the Dragons’ Artery. There they meant to hold the hordes of the Lich King and give enough time for their families to make the journey through the Mountains. For Days, the families and armies of the Free Folk streamed through the cities. The armies meant to stay and fight, hoping to hold the hordes at the river. However, the Lich Kings’ armies were swift. Orcs and goblins quickly over took the East and west cities. This gave them access to the opposite side of the river. The Free Folk armies fought battles to the east and west to try and buy Dragonsgate more time to retreat. It was at this time a dire choice had to be made. Who would stay and keep the darkness at bay while everyone else fled south?

    The Meeting

    Representatives of all the Free Folk were called to a meeting. There the situation was related. The generals asked who would stay behind and fight while the others fled. The Calvary would be needed along the flight south to protect the caravans of refugees. Archers would be needed and foot soldiers, the generals knew they couldn’t spare any warriors. While they debated amongst themselves what was to be done, a small voice spoke,” We will do it.” at first it wasn’t heard. Then it was said a bit louder, “We will do it!” everyone went silent and turned. There at the knees of the Generals stood the small mousefolk representative. Nobody laughed, but the Commander asked,” We appreciate your bravery, but how could you possibly stop what is to come?” The mouseling, Podrick, replied,” We know the sewers of this city better than anyone. We have traps and tunnels running throughout the city, if you leave your fire powder here with us, we can use it against them!” he continued,” We can man the wall with bows just as well as any of you, and we are quick, able to move from breach to breach quickly. We will then fall back to the buildings and bring them down on the enemies’ heads! From there we will retreat below the city, to the tight tunnels works we have. There our size will be an advantage, we can hold a tunnel with 2 for every one of them. Constantly falling back and collapsing tunnels on them as we go. We should be able to buy you plenty of time.” Finally he said,” All we ask is that you take our women and children with you, and protect them as you would your own, our people are small and might be left behind on the road south. To us it is our only chance.” The generals looked at one another, each knew Mousefolk were good fighters when backed into a corner, they also knew that the Mousefolk might fall behind on the road south. It was then, they agreed to Podricks’ plan.

    Part 1 | The Dragonmaw Chronicles

    The Road South

    The following morning found the Armies of the Free Folk and the refugees moving south, mousefolk women and children were borne on the backs of wagons and donkeys, behind cavalry and even the shoulders of larger folk. Looking back the last Mounted scouts headed south, those that looked back could see the small heads of mousefolk males waving goodbye between the crenellations of the walls, soon they disappeared and the fate of all was set.

    The first days of the march south were tough, everyone walked and kept a quick pace. Scouts reported daily as the column moved south. They reported that their east and west Armies and fallen and that the Lich Kings’ armies raced to Dragonsgate. It was reported the battle had started on the north side of the river and that the mouselings seemed to keep them at bay, at least at first. Soon the reports had come that goblin scouts were heading south along the road toward the column. Only one battle however was fought during the march. A fight a few miles behind the column was fought between the goblin scouts, elven scouts and Halfling Wardog Riders. The Elves and Halflings had won, leaving no survivors. The reports from Dragonsgate were sparse, consisting only that it had been surrounded and possibly breached.

    On the fourth day, the front of the column came to the Mountain Gate. There Dwarves and Minotaur opened the gates and watched as thousands streamed through. On the fifth day, the column was safely inside. Once reaching the Mountain Gate, the Armies of the Free Folk bolstered their defenses. Upon the ramparts were Dwarves, Minotaur, Elves, Humans, Half-Elves, and Halflings. Deep in the halls even Mouseling females, who had no young, tended the wounded and kept the fighters fed. Day after day the scouts would come with a report. Far in front of the gate was a hill, and each day if the Lich Kings’ army wasn’t seen, a green flag was raised.

    Originally the generals had hoped the delaying action of the mousefolk at Dragonsgate would buy them a few days. Once a full week had passed the defenders’ hearts were raised. For as long as any could remember the Lich Kings’ armies seemed unstoppable. For the first time they had hope, and thought to themselves,” If the wee Mouselings standing naught but 3 feet high could stand for so long, surely they could do the same." Each morning during the second week, a scout would come and raise a green flag, and each day they would cheer. Then one morning the scout came for the last time, raising a white flag, The Dark Host was on its way. The Generals had hoped the mousefolk could give them two or three extra days respite.

    They received twelve.

    Battle of Mountains Gate

    The next day the Dark Horde of Azul, the Lich King, arrived. His forces, though Vast and outnumbering the Free Folk, were noticeably depleted. Many of the Goblins and Orcs under his control must have been incinerated at Dragonsgate. This could be the only reason they weren’t turned to undead.

    The battle for Mountains Gate was long, it lasted for years. However, Azul was finally stopped at its gates.

    The Minotaur/Dwarf Phalanx was pivotal in stopping the Horde from breaching the Mountain Gate. Dwarves and Minotaur standing one behind the other proved to be an impenetrable wall upon which the Dark Horde finally broke. With Humans and Elves manning the walls with archers and Halfling Ranger and Wardog Riders scouring the Mountain slopes, Azul stopped his advance for the first time. Eventually his forces retreated, falling back to Dragonsgate and fortifying his gains. The long plains between Dragonsgate and the Mountain Gate would prove deadly for both sides, a barren wasteland. Since that battle, only skirmishes are fought, sporadically the Lich Kings’ minions will try their luck against a Gate, always failing. For the Last 300 years, there has been a stalemate. Neither side gaining ground on the other.

    Aftermath

    300 years ago the war effectively came to a standstill, and the Free Folk moved and spread out into the Dragons-Maw Peninsula. The Elves and Dwarves already had ancient Cities in the Peninsula. Humans had some villages and towns along the coasts. The Halflings were new as were Mousefolk. The Minotaur were native to the Dragon-Maw Mountains and hadn’t ventured south much.

    The races all moved south and settled different areas. The Humans, who liked to travel and were very industrious, would go to every corner, building roads for all to use and build defensive castles. Their Cavalry patrol the peninsula actively searching out dangerous creatures and keeping the roads and lands relatively safe. The Halflings found a nice peaceful area to the southeast and they send Rangers and Wardog Riders to the Gates. The Elves retired to their ancient forests, sending contingents of archers to the Gate to help in its defense. Dwarves either stayed at the Gate or went south to their ancient kingdom, always defending against incursions from the Underdark or at the Gate. The Minotaur did the same, and even sent a group south to the dwarven kingdom to help against the Underdark.

    Mousefolk went everywhere. They had earned a special place in the hearts and homes of the Free Folk. Humans took them in to their homes and offered them a place in their families. They took residence in the attics of homes, living in harmony with each other. Today it is considered an honor to have ”Mice in the Attic.”

    Part 1 | The Dragonmaw Chronicles

    Part 2

    Character Races

    Chapter 2: Step By Step Characters

    Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.

    Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider the fighter class. If you don’t know where else to begin, take a look at the illustrations in any Dungeons & Dragons book to see what catches your interest.

    Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play. Throughout this section, we use the term character sheet to mean whatever you use to track your character, whether it’s a formal character sheet (like the one at the end of these rules), some form of digital record, or a piece of notebook paper.

    An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.

    1. Choose a Race

    2. Choose a Background

    3. Choose a Class

    4. Determine Ability Scores

    5. Describe Your Character

    6. Choose Equipment

    Player Races

    The races available to players are detailed in the following pages.

    Step 1: Choosing a Race

    Humans are the most common people in the worlds of D&D, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Your character belongs to one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the most common races to produce the sort of adventurers who make up typical parties.

    Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character’s adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a halfling could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an elf can be a master of arcane magic.

    Your character race not only affects your traits but also provides the cues for building your character’s story. Each race’s description in this section includes information to help you roleplay a character of that race, including personality, physical appearance, and features of society. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. It’s worthwhile to consider why your character is different, as a helpful way to think about your character’s background and personality. View details for each race in the Races list.

    Racial Traits

    The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

    Ability Score Increases

    When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

    Alignment

    Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.

    Creature Type

    Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character's creature type is. Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn't work on a Construct or an Undead.

    Life Span

    The typical lifespan of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If the typical members of a race in this guide can live longer than a century, That fact is mentioned in the race's description.

    Languages

    Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. Your background might give you access to one or more additional languages of your choice. A List of Standard and Exotic languages can be found below.

    Standard Languages
    Language Typical Speakers Script
    Common Humans Common
    Dwarvish Dwarves Dwarvish
    Elvish Elves Elvish
    Feline Catfolk Elvish
    Giant Ogres, giants Dwarvish
    Gnollish Gnolls Dwarvish
    Goblin Goblinoids Dwarvish
    Halfling Halflings Common
    Orc Orcs Dwarvish
    Squeak Speak Mouse Folk Elvish

    Exotic Languages
    Language Typical Speakers Script
    Abyssal Demons Infernal
    Celestial Celestials Celestial
    Draconic Dragons Draconic
    Deep Speech Mind Flayers, beholders Alien
    Infernal Devils Infernal
    Primordial Elementals Dwarvish
    Sylvan Fey creatures Elvish
    Undercommon Underdark traders Elvish

    Size

    Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in the Equipment section.

    Speed

    Your speed determines how far you can move when traveling (“Adventuring”) and fighting (“Combat”).

    Subraces

    Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.

    Aasimar

    "I SAW HER, WREATHED IN WINGS OF PURE LIGHT, HER eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept once, twice, three times. The devils' heads hit the ground, one after another. And thus we learned that an aasimar traveled in our ragtag band."

    — Geldon Parl, Of the Tyranny of Dragons


    Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with lumi- nous features that reveal their celestial heritage.

    Hidden Wanderers

      While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.

    Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.

    Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have other features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.

    Aasimar Celestial Features
    d6    Celestial Feature
    1 A dusting of metallic, white, or charcoal freckles
    2 Metallic, luminous, or dark eyes
    3 Starkly colored air
    4 An unusual hue tinting your shadow
    5 A ghostly halo crowning your head
    6 Rainbow gleaming on your skin

    Aasimar Traits


    Your Aasimar has the following racial traits.

    Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

    Creature Type. You are a Humanoid.

    Size. You are Medium or Small. You choose the size when you select this race.

    Speed. Your base walking speed is 30 feet.

    Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Celestial Resistance. You have resistance to necrotic damage and radiant damage.

    Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.

    Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

    Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts fpr 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest:


    • Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

    • Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to you proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or spell. The extra damage equals your proficiency bonus.

    • Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the Transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage is radiant damage and equals your proficiency bonus.

    Catfolk

    "AHH YES, THE CATFOLK. A RACE THAT CAN BE NOBLE and fierce, dishonorable and cowardly, or anywhere in between. They also, however, have the ability to survive when others cannot, notice things that might go unseen, or even go unseen themselves. To be honest, you really cannot give the whole race any better description other than perhaps individualistic!"

    — Chronolaxus, The Dragonmaw Chronicles


    Catfolk, are a race of natural explorers who rarely tire of trailblazing, but such trailblazing is not limited merely to the search for new horizons in distant lands. Many catfolk see personal growth and development as equally valid avenues of exploration. While most catfolk are nimble, capable, and often active creatures, there is also a strong tendency among some catfolk to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day.

    They are curious by nature, and catfolk culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other races, but within catfolk prides there is no shame attached to minor peculiarities, eccentricities, or foolhardiness. All but the most inwardly focused catfolk enjoy being the center of attention, but not at the expense of their pride, whether it’s the one the catfolk are born into or the pride they choose through the bonds of friendship with other creatures. catfolk tend to be both generous and loyal to their family and friends.

    Physically Varied

    In general, catfolk are varied in both their physical forms and colors, standing anywhere between halflings and gnolls in stature. While clearly humanoid, their appearance is as varied as their attitudes. Some catfolk have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like that of a house cat. Still others have unique patterns or might style their fur to their preferences or might even be hairless!

    They manipulate objects as easily as any other humanoid, and their fingers terminate in small, sharp, retractable claws. These claws are powerful enough to be used as weapons with deadly effect. Feline whiskers are not uncommon, but not universal, and hair and eye color vary greatly.

    Family Oriented or... Independent

    While self-expression is an important aspect of catfolk culture, it is usually mitigated by a strong sense of community and group effort. In the wild, catfolk are a hunter-gatherer tribal people (called prides). The pursuit of personal power seldom comes before the health and well-being of the pride. More than one race has underestimated this seemingly gentle people only to discover much too late that their cohesion also provides them great strength.

    Catfolk prefer to be led by their most competent members, usually a council of sub-chieftains chosen by their peers, either though consensus or election. The sub-chiefs then choose a chieftain to lead in times of danger and to mediate disputes among the sub-chiefs. The chieftain is the most capable member of the pride.

    Catfolk who settle in more urban and civilized areas still cling to a similar tribal structure, but often see friends outside the pride, even those from other races, as part of their extended pride. Within adventuring groups, catfolk who do not consider themselves the obvious choice as chieftain often defer to the person who most resembles their cultural ideal of a chieftain.

    Sometimes Relatable...

    Adaptable and curious, catfolk get can along with almost any race that extends reciprocal goodwill... or not. They acclimate easily to halflings, humans, and especially elves when they are inclined too.

    Catfolk and elves share a passion for nature, as well as a love of music, dance, and storytelling; elven communities often gently mentor catfolk prides, though such elves are careful not to act in a patronizing manner toward their feline friends.

    Curiosity Killed The...

    Natural born trackers, the hunter-gatherer aspect of their prides pushes many catfolk toward occupations as rangers and druids by default, but such roles don’t always speak to their love of performance art, be it song, dance, or storytelling. Catfolk legends also speak of a rich tradition of great sorcerer heroes. Those catfolk who internalize their wanderlust often become wizards and monks.

    Catfolk understand that exploration and self-knowledge can lead down many roads and are accepting of nearly all professions and ways of life.

    Male Names: Carruth, Drewan, Ferus, Gerran, Nyktan, Rouqar, Zithembe.

    Female Names: Alyara, Duline, Hoya, Jilyana, Milah, Miniri, Siphelele, Tiyeri.

    Catfolk Traits

    As a Catfolk, you have the following racial traits.

    Creature Type. You are a Humanoid.

    Size. You are Medium or Small. You choose the size when you select this race. Typically the Leonin subrace is larger and the tabaxi subrace smaller.

    Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

    Cat's Talent. You have proficiency in the Perception and Stealth skills.

    Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

    Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

    Subrace. Choose between either the Leonin or Tabaxi subraces. Leonin tend to hail from the wild plains, forests or jungles while the Tabaxi tend to inhabit urban areas or areas close to civilization.

    Leonin

    Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome.

    Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts.

    Your Leonin character has the following additional racial traits.

    Speed. Your walking speed is 35 feet.

    Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation or Survival.

    Daunting Roar. As a bonus action, you can let out an
    especially menacing roar. Creatures of your choice within
    10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end
    of your next turn. The DC of the save equals
    8 + your proficiency bonus + your Constitution
    modifier. After you use this trait, you cant
    use it again until you finish a short or
    long rest.

    Tabaxi

    Your Tabaxi character has the following additional racial traits.

    Speed. Your walking speed is 30 feet.

    Land On Their Feet. Tabaxi's have a knack for always landing on their feet and suffer no damage from great distances. You suffer no damage when you fall 20 feet or less, and take only half damage for anything farther.

    Alert. Tabaxi have heightened senses, you can see, hear, and smell better. You have expertise in the Perception skill.

    Excellent Climbers. You have a climbing speed equal to your walking speed.

    Dragonborn

    "HER FATHER STOOD ON THE FIRST OF THE THREE stairs that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he had found the twins left in swaddling at the gates of Arush Vayem.

    For all her life, Farideh had known that reading her father’s face was a skill she’d been fortunate to learn. A human who couldn’t spot the shift of her eyes or Havilar’s would certainly see only the indifference of a dragon in Clanless Mehen’s face. But the shift of scales, the arch of a ridge, the set of his eyes, the gape of his teeth—her father’s face spoke volumes.

    But every scale of it, this time, seemed completely still—the indifference of a dragon, even to Farideh.

    — Erin M. Evans, The Adversary


    Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

    Proud Dragon Kin

    Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

    The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

    Self-Sufficient Clans

    To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

    A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

    Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods.

    Dragonborn Names

    Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

    Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

    Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit

    Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous

    Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

    Dragonborn Traits

    Your Dragonborn character has an assortment of abilities based on your race and ancestry.

    Type. You are a Humanoid.

    Size. You are Medium.

    Speed. Your walking speed is 30 feet.

    Draconic Resistance. You have resistance to the type of damage associated with your Ancestry.

    Draconic Ancestry. You trace your ancestry to either a Chromatic, Metallic, or Gem dragon, granting you a special magical affinity. Choose one type of dragon from either the Chromatic, Metallic or Gem Ancestry tables. This will determine the damage type, breath weapon shape, and any special abilities.

    Languages. You can speak, read, and write Common, Draconic, and one other language that you and your DM agree is appropriate for the character.

    Breath Weapon. You have the ability to use a breath weapon determined by your ancestry. The save DC for your breath weapon is determined using the formula below:

    Breath Weapon save DC = 8 + your Constitution modifier
    + your proficiency bonus.

    Use this anytime you use any type of Breath Weapon.

    Chromatic Ancestry.

    You trace your ancestry to a chromatic dragon, granting you a special magical affinity. Choose one type of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits as shown in the table. Chromatic Ancestry

    Chromatic Ancestry
    Dragon      Damage Type
    Black Acid
    Blue Lightning
    Green Poison
    Red Fire
    White Cold

    Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your Breath Weapon save DC.

    A creature takes 2d8 damage of the type associated with your Chromatic Ancestry on a failed save, and half as much damage on a successful one.

    This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Chromatic Warding. Starting at 3rd level, as an action, you can channel your draconic energies to protect yourself. For 10 minutes, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

    Metallic Ancestry

    You trace your ancestry to a metallic dragon, granting you a special magical affinity. Choose one type of dragon from the Metallic Ancestry table. This determines the damage type for your other traits as shown in the table. Metallic Ancestry

    Metallic Ancestry
    Dragon      Damage Type
    Brass Fire
    Bronze Lightning
    Copper Acid
    Gold Fire
    Silver Cold

    Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your Breath Weapon save DC.

    A creature takes 2d8 damage of the type associated with your Metallic Ancestry on a failed save, and half as much damage on a successful one.

    This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Metallic Breath Weapon. At 3rd level you gain a second breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. Use your Breath Weapon save DC. for this. When you use this ability, choose one:

    • Each creature in the area must succeed on a Strength
      saving throw or be pushed 20 feet away from you
      and be knocked prone.
    • Each creature in the area must succeed on
      a Constitution saving throw or become
      incapacitated until the start of your
      next turn.

    Once you use your Metallic Breath
    Weapon, you can’t do so again until
    you finish a long rest.

    Gem Ancestry

    You trace your ancestry to a Gem
    dragon, granting you a special
    magical affinity. Choose one
    type of dragon from the Gem
    Ancestry table. This determines
    the damage type for your other
    traits as shown in the table.

    Gem Ancestry
    Dragon      Damage Type
    Amethyst Force
    Crystal Radiant
    Emerald Psychic
    Sapphire Thunder
    Topaz Necrotic

    Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your Breath Weapon save DC.

    A creature takes 2d8 damage of the type associated with your Gem Ancestry on a failed save, and half as much damage on a successful one.

    This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically.

    Gem Flight. Starting at 3rd level, you can use your bonus action to temporarily summon an array of spectral gems that match your Gem Ancestry in the shape of wings that last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

    Dwarf

    “YER LATE, ELF!” CAME THE ROUGH EDGE OF A familiar voice. bruenor battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. in spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to drizzt. “knew i’d find ye in trouble if i came out an’ looked for ye!”

    — R. A. Salvatore, The Crystal Shard


    Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.

    short and stout

    Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. their courage and endurance are also easily a match for any of the larger folk.

    Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. male dwarves value their beards highly and groom them carefully.

    long memory, long grudges

    Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. for example, some of the oldest dwarves living in citadel felbarr (in the world of the forgotten realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. this longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.

    Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. they respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

    Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. a wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.

    clans and kingdoms

    Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. they love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. whatever wealth they can’t find in their mountains, they gain through trade. they dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.

    the chief unit of dwarven society is the clan, and dwarves highly value social standing. even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. to be clanless is the worst fate that can befall a dwarf.

    dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

    gods, gold, and clan

    dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods.

    clan and ancestry are also important motivators. a dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

    dwarf names

    A dwarf’s name is granted by a clan elder, in accordance with tradition. every proper dwarven name has been used
    and reused down through the generations. A dwarf’s
    name belongs to the clan, not to the individual. A dwarf
    who misuses or brings shame to a clan name is stripped
    of the name and forbidden by law to use any dwarven name
    in its place.

    Male names: adrik, alberich, baern, barendd, brottor, bruenor, dain, darrak, delg, eberk, einkil, fargrim, flint, gardain, harbek, kildrak, morgran, orsik, oskar, rangrim, rurik, taklinn, thoradin, thorin, tordek, traubon, travok, ulfgar, veit, vondal

    Female names: amber, artin, audhild, bardryn, dagnal, diesa, eldeth, falkrunn, finellen, gunnloda, gurdis, helja, hlin, kathra, kristryd, ilde, liftrasa, mardred, riswynn, sannl, torbera, torgga, vistra

    Clan names: balderk, battlehammer, brawnanvil, dankil, fireforge, frostbeard, gorunn, holderhek, ironfist, loderr, lutgehr, rumnaheim, strakeln, torunn, ungart

    dwarf traits

    Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

    Ability Score Increase. Your Constitution score increases by 2.

    Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. on average, they live about 350 years.

    Creature Type. You are a Humanoid. You are also considered
    a dwarf for any prerequisite or effect that requires you to be
    a dwarf.

    Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. your size is medium.

    Speed. Your base walking speed is 30 feet.

    Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. you can’t discern color in darkness, only shades of gray.

    Dwarven resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

    Dwarven combat training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. And you have proficiency with light and medium armor.

    Dwarven toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

    Tool proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

    Stonecunning. Whenever you make an intelligence (history) check related to the origin of stonework, you are considered proficient in the history skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

    Elf

    "I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED,”  Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams.The companions stood on a high cliff over the fabled city of Qualinost. Four slender spires rose from the city’s corners like glistening spindles, their brilliant white stone marbled with shining silver. Graceful arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird lighting on them might overthrow the balance. was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness.

    — Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight

    Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

    Slender and Graceful

    With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

    Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

    A Timeless Perspective

    Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived
    races more deeply. They are more often amused than
    excited, and more likely to be curious than greedy.
    They tend to remain aloof and unfazed by petty
    happenstance. When pursuing a goal, however,
    whether adventuring on a mission or learning a new
    skill or art, elves can be focused and relentless.
    They are slow to make friends and enemies, and even
    slower to forget them. They reply to petty insults with
    disdain and to serious insults with vengeance.

    Like the branches of a young tree, elves are flexible
    in the face of danger. They trust in diplomacy and
    compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions
    into their woodland homes, confident that they can
    simply wait the invaders out. But when the need arises,
    elves reveal a stern martial side, demonstrating skill
    with sword, bow, and strategy.

    Hidden Woodland Realms

    Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining). Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

    Exploration and Adventure

    Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might joinwith rebels fighting against oppression, and others
    might become champions
    of moral causes.

    Elf Names

    Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.

    On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.

    Child Names:

    Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

    Male Adult Names:

    Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

    Female Adult Names:

    Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia,
    Jelenneth, Keyleth, Leshanna, Lia, Meriele,
    Mialee, Naivara, Quelenna, Quillathe, Sariel,
    Shanairra, Shava, Silaqui, Theirastra, Thia,
    Vadania, Valanthe, Xanaphia

    Family Names

    (Common Translations): Amakiir (Gemflower),
    Amastacia (Starflower), Galanodel (Moonwhisper),
    Holimion (Diamonddew), Ilphelkiir (Gemblossom),
    Liadon (Silverfrond), Meliamne (Oakenheel),
    Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

    Elf Traits

    Your elf character has a variety of natural abilities, the
    result of thousands of years of elven refinement.

    Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience.
    An elf typically claims adulthood and an adult name
    around the age of 100 and can live to be 750 years old.

    Creature Type. You are a Humanoid. You are
    also considered an elf for any prerequisite or effect
    that requires you to be an elf.

    Size. Elves range from under 5 to over 6 feet tall
    and have slender builds. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Darkvision. Accustomed to twilit forests and the
    night sky, you have superior vision in dark and dim
    conditions. You can see in dim light within 60 feet of you
    as if it were bright light, and in darkness as if it were dim
    light. You can’t discern color in darkness, only shades of gray.

    Keen Senses. You have proficiency in the Perception skill.

    Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

    Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

    Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

    Subrace. The elves of Dragonmaw are split between multiple subraces. High elves and Wood elves, were born in this world. Eladrin were born in the Faewild, and the Shadow Fey were born in the Shadowfell.

    High Elf

    As a high elf, you have a keen mind and a mastery of at least the basics of magic. High Elves tend to be haughty and reclusive, believing themselves to be superior to non-elves and even other elves. As a High Elf, you have the following racial traits.

    Elf Weapon Training. You have proficiency with the
    longsword, shortsword, shortbow, and longbow.

    Cantrip. You know one cantrip of your choice from the
    wizard spell list. Intelligence is your spellcasting ability for it.

    Extra Language. You can speak, read, and write one
    extra language of your choice.

    Wood Elf

    As a wood elf, you have keen senses and
    intuition, and your fleet feet carry you quickly
    and stealthily through your native forests.
    Wood elves’ skin tends to be copperish in hue,
    sometimes with traces of green. Their hair
    tends toward browns and blacks, but it is
    occasionally blond or copper-colored. Their
    eyes are green, brown, or hazel. As a Wood Elf,
    you have the following racial traits.

    Elf Weapon Training. You have proficiency
    with the longsword, shortsword,
    shortbow, and longbow.

    Fleet of Foot. Your base walking speed
    increases to 35 feet.

    Mask of the Wild. You can attempt to hide even
    when you are only lightly obscured by foliage,
    heavy rain, falling snow, mist, and other natural
    phenomena.

    Eladrin

    Eladrin are elves of the Faewild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Faewild in the form of seasons-affinities that affect the eladrin's mood and appearance. An Eladrin's season can change, though some remain in one season forever.

    As an Eladrin, you have the following racial traits. Choose your season or roll on the Eladrin Seasons table.

    Eladrin Seasons

    d4      Season
    1 Autumn: Peace and goodwill, when summer's harvest is shared by all
    2 Winter: Contemplation and dolor, when the vibrant energy of the world slumbers
    3 Spring: Cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes
    4 Summer: Boldness and aggression, a time of unfettered energy and calls to action

    Your Trance trait lets you change your season after a long rest.

    Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

    When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier(choose when you select this race):


    • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

    • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

    • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

    • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

    Shadow Fey (Shadar-Kai)

    Shadow Fey are elves of the Shadowfell, originally drawn to that realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the material Plane to forge their own destinies.

    Once Shadow Fey were Fey like the rest of their elven kin: now they exist in a state between life and death, thanks to being transformed by the Shadowfell's grim energy.

    Shadow Fey have ashen skin tones, and while they're in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.

    As a Shadow Fey you have the following racial traits.


    • Blessing of the Raven Queen. As a bonus action,
      you magically teleport up to 30 feet to an
      unoccupied space you can see. You can use
      this trait a number of times equal to your
      proficiency bonus, and you regain all
      expended uses when you finish a long rest.
      Starting at 3rd level, you also gain
      resistance to all damage when you
      teleport using this trait. The resistance
      lasts until the start of your next turn.
      During this time, you appear ghostly
      and translucent.

    Necrotic Resistance. You have
    resistance to necrotic damage.

    Firbolg

    "WE SPENT THREE MONTHS TRACKING THE GREEN dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon's head placed in the center of our camp. Soveliss told me that firbolgs must have claimed the forest, and they wanted to show us we had no further business there. If we lingered, he assured me, our heads would be next."

    -Gimble, Notes from a Treasure Hunter


    Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.

    A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.

    Firbolgs can live up to 500 years.

    Humble Guardians

    Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.

    In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.

    In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?

    Natural Druids

    Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong a and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.

    Firbolgs who become druids serve as stronghold lead- ers. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.

    Hidden Shepherds

    As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.

    Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.

    Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.

    If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.

    Outcast Adventurers

    As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.

    Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.

    Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.

    A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and and requests usually they wish only to complete their turn home as quickly as possible.

    The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.

    Firbolg Adventurers
    d8      Reason for Adventuring
    1 Outcast for murder.
    2 Outcast for severely damaging home territory.
    3 Clan slain by invading humanoids.
    4 Clan slain by a dragon or demon.
    5 Separated from the tribe and lost.
    6 Homeland destroyed by natural disaster.
    7 Personal quest ordained by omens.
    8 Dispatched on a quest by tribe leaders.

    Firbolg Traits

    As a firbolg, you have the following racial traits.

    Creature Type. You are a Humanoid.

    Size. You are Medium.

    Speed. Your walking speed is 30 feet.

    Firbolg Magic. You can cast the detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

    Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

    Gnoll

    "I LOVE MY JOB", GNAWBONE THOUGHT, AS HE LOPPED across the plain with the wind blowing past his face, the wonderful smells constantly in the air, he was a happy gnoll. Scouting for the caravan who hired him, Gnawbone enjoyed his job. Besides being able to run free, he was never yelled at or beaten by his employers. Instead, they really seemed to enjoy having him around. The kids liked to play with him and the food was absolutely delicious! A smell pulled Gnawbone back to the present, something smelled off...

    -Chronicle of Gnawbone the Gnoll.


    The average gnoll views the virtues of work and self-sufficiency with distaste. Gnolls with leadership skills or who tire of sharing the fruits of their labors frequently break off from the pack alone or in small groups to fend for themselves. Sometimes a male gnoll foolishly announces that he believes males are more fit to lead, and necessarily sets out on his own until he can find a new pack or the controversy is forgotten.

    Gnolls who possess the will to face danger make excellent adventurers.

    Bred for the Hunt

    Moreso than many other humanoid races, primal instinct remains a strong part of the gnoll psyche. Gnolls are natural predators and savor the thrills of the hunt. Almost all gnolls prefer the wilderness to the civilized enclaves favored by humans, dwarves, or other similar races and those that do take to cities usually think of them as just another kind of landscape.

    Many other races find the gnoll psyche feral and aggressive, male and female equally, and the behavioral tendencies of the race can certainly give this impression. Gnolls start fighting amongst one another at a very early age and as soon as they can walk many crawl into places, away from the eyes of adults, where they engage in vicious, often lethal battles. A gnoll is more likely to demand answers than it is to actually ask a question. Gnolls, however, do not see this as an act of hostility, but rather a basic demonstration of strength.

    Other gnoll practices might seem equally strange, such as the gnoll propensity for scavenging. At its most basic level this tendency leads many gnolls to collect trophies that remind them of past victories, items sometimes grisly though just as often simple and mundane,[3] Gnoll trackers sometimes use this to their benefit, keeping scraps of clothing or other objects with the scent of their prey on them, which they use to point them in the direction of their quarry

    Loyalty to the Pack

    In spite of the savage nature of the gnolls there are some aspects to their culture that are not inherently repulsive. Gnolls place a very strong value on family for instance, respecting blood ties perhaps more than any other aspect of a relationship. Though gnolls within a pack commonly fight amongst one another for dominance, these battles are quickly forgotten after their resolution and in most situations gnolls of the same bloodline are loyal friends and allies to one another. These bloodlines are almost always traced matrilineal, through the female line.

    This loyalty to family is particularly obvious during combat, either with rival gnoll packs or other races. Gnolls who fight side by side regularly throw away personal glory in order to help their brethren.

    Perhaps most surprisingly, when a gnoll is separated from clan and family their instinctive need for such blood ties may lead them to form a surrogate "pack" from those whom they choose to befriend. To these unlikely allies the gnoll is as loyal and faithful as they would their own brothers or sisters, embracing the outsiders as if they were family.

    Another common trait of gnolls, that of scavenging, is taken to new levels by gnolls who live in the wild. While all gnolls have an innate tendency for collecting souvenirs and trophies, nomadic packs, particularly the savage ones who have little contact with other races except during wartime, often find little other ways to acquire technology, having crafted few tools of their own. The result of this is that most gnolls rely on the other races as their source of wealth and technology. This extends to arms and weaponry, giving gnoll armor a unique aesthetic where each suit is typically made kitbashed together from scavenged pieces of armor found either on victims or abandoned.

    Gnoll Names

    Gnoll names are typically simplistic, based many times onwhat they do or like. There's no difference between the names of males and females.

    Gnoll Names. Barker, Bloodbone, Bloodymaw, Bonebreaker, Brokenleg, Gnawbone, Giggler, Howl, Slasher.

    Gnoll traits

    Your gnoll character has several special traits, the result of a wild nature and growing in a harsh environment.

    Age. Gnolls reach adulthood at age 12, and they live short and brutal lives. The rare examples that die of old age experience only around 70 summers.

    Creature Type. You are a Humanoid. You are also considered an gnoll for any prerequisite or effect that requires you to be an gnoll.

    Size. Gnoll females are taller and more powerfully built than their male counterparts. The former range from 7 to 8 feet and usually weight more than 250 pounds, while the latter average 6 inches and 30 pounds less. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

    Scent. You have advantage on Wisdom (Perception) checks that rely on smell.

    Bully. Although gnolls are cowardly at heart, they like to disguise their fears by abusing others. You have disadvantage on saving throws against being frightened. On the other hand, whenever you make a Charisma (Intimidation) check for dealing with obviously smaller or weaker targets, you are considered proficient in the Intimidation skill and add double your proficiency bonus to the check, instead of your normal
    proficiency bonus.

    Live to Fight Another Day. When you take the Disengage action, your base walking speed is increased by 10 feet.

    Gnoll Weapon Training. You have proficiency with the
    spear, shortbow, longbow, light crossbow, and heavy crossbow.

    Languages. You can speak, read, and write Common and Gnollish. Gnollish words sounds almost like growls for the uninitiated, and gnolls tend to use scents and small gestures
    to convey subtle meanings. Two gnolls speaking can almost
    seem like dogs barking at each other to a casual observer.

    Subrace. Although not, strictly speaking, different races,
    gnolls from the civilized lands live in an environment so
    different than their savage brethren that they are
    considered separate subraces. Choose one of them.

    Civilized Gnolls

    As a civilized gnoll, you are well-fed and enjoy the
    comforts that your primitive cousins can only dream of.
    You were valued as a mercenary, a temple guard, or simply
    a thug due to both your inherent toughness and your
    desire to please those that are in charge.

    Obsequious. Whenever you make a Charisma (Persuasion) check for dealing with obviously bigger or more powerful
    targets, you are considered proficient in the Persuasion skill
    and add double your proficiency bonus to the check, instead
    of your normal proficiency bonus.


    Savage Gnolls

    As a savage gnoll, you are in touch with your animal
    side and understand the ways of nature. Your tribe has
    been raiding the desert or the plains for generations, and
    you know the land in which you live like the back of your
    hand.

    Scavenge. Whenever you make a Wisdom (Survival)
    check for gathering food or locating water, you are
    considered proficient in the Survival skill and add double
    your proficiency bonus to the check, instead of your normal proficiency bonus.

    Half-Elf

    FLINT SQUINTED INTO THE SETTING SUN. HE

    thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was marked by an easy grace—an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard . . . no elf, but . . . “Tanis?” said Flint hesitantly as the man neared. “The same.” The newcomer’s bearded face split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.

    — Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight

    Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them.

    Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

    Of Two Worlds

    To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

    Diplomats or Wanderers

    Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

    In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

    Half-Elf Names

    Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.

    Excellent Ambassadors

    Many half-elves learn at an early
    age to get along with everyone,
    defusing hostility and finding
    common ground. As a race, they
    have elven grace without elven
    aloofness and human energy
    without human boorishness.
    They often make excellent
    ambassadors and
    go-betweens
    (except between elves
    and humans, since
    each side suspects
    the half-elf of
    favoring the
    other).

    Half-Elf Traits

    Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

    Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

    Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

    Fey Ancestr.y You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

    Skill Versatility. You gain proficiency in two skills of your choice.

    Languages. You can speak, read, and write Common,
    Elvish, and one extra language of your choice.

    Halfling

    REGIS THE HALFLING, THE ONLY ONE OF HIS KIND for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up above him, clenched between two of his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface of Maer Dualdon.

    — R. A. Salvatore, The Crystal Shard

    The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.

    Small and Practical

    The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.

    Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

    Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

    Kind and Curious

    Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.

    Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

    Blend into the Crowd

    Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.

    Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

    Pastoral Pleasantries

    Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.

    Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.

    Exploring Opportunities

    Halflings usually set out on the adventurer’s path to defend
    their communities, support their friends, or explore a wide
    and wonder-filled world. For them, adventuring is less a
    career than an opportunity or sometimes a necessity.

    Halfling Names

    A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.

    Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby

    Female Names: Andry, Bree, Callie, Cora,
    Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla,
    Nedda, Paela, Portia, Seraphina, Shaena, Trym,
    Vani, Verna

    Family Names: Brushgather, Goodbarrel,
    Greenbottle, High-hill, Hilltopple, Leagallow,
    Tealeaf, Thorngage, Tosscobble, Underbough

    Halfling Traits

    Your halfling character has a number of traits in common
    with all other halflings.

    Age. A halfling reaches adulthood at the age of 20
    and generally lives into the middle of his or her second century.

    Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

        Speed. Your base walking speed is 30 feet.

    Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

    Brave. You have advantage on saving throws against being frightened.

    Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

    Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

    Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

    Stout Resilience You have advantage on saving throws against poison, and you have resistance
    against poison damage.

    Human

    THESE WERE THE STORIES OF A RESTLESS PEOPLE who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.

    She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.

    — Elaine Cunningham, Daughter of the Drow

    In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given.

    Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

    A Broad Spectrum

    With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

    Variety in All Things

    Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory.

    They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

    Exemplars of Ambition

    Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

    Lasting Institutions

    Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.

    Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

    Human Names and Ethnicities

    Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors. The material culture and physical characteristics of humans can change wildly from region to region.

    Human Traits

    It’s hard to make generalizations about humans, but your human character has these traits.

    Age Humans reach adulthood in their late teens and live less than a century.

    Size Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

    Speed Your base walking speed is 30 feet.

    Languages You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

    Skills. You gain proficiency in three skills/tools of your choice.

    Feat. You gain one feat of your choice.

    Minotaur

    SHARLAN, THE WHITE WITCH, WORKED HER WAY
    through the mountainous path. She came to a bend and upon coming around the turn she spied a hulking figure in the distance. Quickly she moved off the road and took shelter behind a large boulder to observe the newcomer. Soon she identified the newcomer as a minotaur, one which walked with purpose. She was suddenely startled by its Booming voice saying, "Come out milady, I can see you just fine, and mean you no harm!"

    —Dragonmaw Chronicles, Chronicles of the White Witch

    A minotaur combines the features of a human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all, a bull's head. Fur covers a minotaur's upper body, coarse and thick on the head and neck, gradually thinning around the shoulders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaur's waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves.

    Minotaurs take pride in their horns, the sharpness, size, and color of which are related to an individual's place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaurs have red or brown fur and hair.

    Noble Competitors

    Every day brings a new challenge to a minotaur. A single mistake can bring doom to an entire group or clan, while an individual’s heroic effort can ensure the entire group’s survival. Minotaurs thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep
    score, counting their deeds and tallying their accomplishments to compare to others.
    Minotaurs love to win, but they see
    defeat as a prod to improve their skills.

    For Minotaurs competition exists only
    when it is supported by a level playing field.
    Competition measures talent, dedication, and effort.
    Those factors determine survival in their home
    territory, not reliance on magic items, money,
    or other elements that can tip the balance one
    way or the other. Minotaurs happily rely on such
    benefits, but they are careful to remember that
    such an advantage can always be lost. A minotaur
    who relies too much on them can grow complacent,
    a recipe for disaster.

    Honor above All

    Minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away.

    Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and
    clan above all else. Minotaurs typically strike up friendships
    with other creatures that display the minotaurs’ virtues
    and love of battle. To such friends, a minotaur becomes
    an ally whose support will never waver.

    Symbol of the Labyrinth

    Labyrinthine patterns are important to minotaurs, and these decorations appear on their clothing, armor, and weapons, and sometimes even on their hides. Each pattern is particular to a clan, and        the pattern's size and complexity help minotaurs identify               family allegiance and caste. The patterns evolve through               the generations, growing more expansive based      on clan             members' deeds and a clan's history.

    Minotaur Names

    Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix “es‐” for minotaurs from lands controlled by the island of Mithas, or “de‐” for minotaurs from areas under the sway of Kothas.

    Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas

    Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia

    Clan Names: Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan

    Minotaur Traits

    Your minotaur character possesses a number of traits that reflect the power and superiority of your kind.

    Age. Minotaurs enter adulthood at around the age of 25 and can live up to 150 years.

    Size. Minotaurs typically stand from 6 to 7 feet tall and weigh an average of 300 pounds. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Goring Rush. When you use the Dash action during your turn and move at least 20 feet, you can make a melee attack with your horns as a bonus action.

    Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d6 + your strength modifier piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not                 to avoid being shoved yourself.

        Labyrinthine Recall. You can perfectly recall any path you have traveled.

    Languages. You can speak, read, and write Common and Undercommon.

    Darkvision. accustomed to life underground, you have superior vision in dark and dim conditions. you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. you can’t discern color in darkness, only shades of gray.

    Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    Subraces. The two kinds of minotaur, Shorthorns and Longhorns, are diferentiated by thier horn structure. Choose one of these Subraces.

    Shorthorn

    As a Shorthorn Minotaur you use strategy and cunning to overcome challenges. You like to keep the fight close when it is to your advantage, using your strength as an advantage one vs. one.

    Impaling Horns. On a successful use of your Goring Rush trait, in addition to dealing 1d6 peircing damage, you can choose to shove an opponent OR impale your opponent causing an additional 1d6 piercing damage.

    Longhorn

    As a Longhorn Minotuar you take pride in martial prowess. You prefer to trample your enemies before you.

    Hammering Horns. On a successful use of your Goring Rush trait, in addition to dealing 1d6 peircing damage, you can choose to shove an opponent OR knock a creature prone.

    Mousefolk

    OBSCURED IN THE THICK UNDERBRUSH OF THE forest, every muscle in Moira's body was screaming. She had been crouched, completely still, for half a day, waiting for her quarry to emerge from its den. Thick mud clumped and matted her dark fut; insulating her from the high sun. Her large round ears twitched, focusing on a faint scratching coming from the cave. Her prey was awake. Moira drew her bow and deftly nocked an arrow without a sound. She waited. Soon the mighty owlbear lumbered out of the cave. A dry summer had forced it closer to civilization, and it had begun preying on trade caravans. Moira took aim, and let fly her arrow. The Barbed Trail would be safe to travel once more.

    The life of the Mousefolk is one spent close to the ground. With no great empires or kingdoms to call home, the Mousefolk spend their lives carving a place for themselves in the cities of the larger races or in the untamed wilds. They form tight-knit communities where every member is expected to contribute to the success of the whole. Some Mousefolk study a trade skill to support their families, while others use their natural agility and intellect for contract services.

    Furry and Nimble

    Reaching a little over 2 feet tall, the Mousefolk often go unnoticed in their day to day activities. Their diminutive stature and quiet demeanor make the Mousefolk inoffensive to most, granting a certain detachment from the major conflicts and strife of the age. Their fast metabolisms and quick feet give the Mousefolk a slender build, usually weighing between 20-30 pounds.

    Mousefolk fur color ranges from white to tan to brown or black, with various patterns passed through heredity. They take care to groom and clean their fur, as it represents their family and community. A Mousefolk's eye color is either red or black. Mousefolk like to wear comfortable dark colored clothes that allow for discretion and a wide range of movement.

    The concept of personal wealth or glory doesn't pervade through Mousefolk culture, most actions taken are for the good of the community rather than the self. Any wealth or resources gained are utilized for the betterment of the group. Some Mousefolk, however, use their natural abilities for personal gain. These individuals tend to be outcasts or black sheep of the clans.

    Home and Hearth

    The Mousefolk are a resourceful and tenacious race. Mousefolk settlements can be found in the most unlikely and inhospitable of places. They tend to build homes in the dark shadows and forgotten corners of the world, such as city slums, deep forests, scorching deserts, arctic tundras, or port cities in exotic lands. The Mousefolk aren't typically farmers, instead preferring hunting, trade, and craft to meet their needs. Mousefolk caravans are not an easy target for bandits, guarded by skilled archers within and a bristling wall of oak and steel without.

    Mousefolk families extend beyond blood ties, an individual's entire community is treated as kin. Mousefolk settlers will seek out other colonies, and new warrens will arise within close proximity to each other. These communities will eventually grow and merge, the members of each becoming kin to the other.

    Artisans and Adventurers

    The Mousefolk have a deep love of art, literature, song, and craft, and will often spend a lifetime perfecting their trade. True masterworks are rarely seen by the outside world, instead they are preserved and passed through the generations. To be a keeper of lore and heritage is among the highest honors and greatest responsibilities in Mousefolk culture.

    The Mousefolk who do not end up learning a trade will often put their skills to use pursuing esoteric knowledge, training as defenders, spiritual leaders, rangers, covert agents, or they might even travel the world as an adventurer-for-hire.

    Virtuous and Headstrong

    Despite their generally flighty appearance, mousefolk are a very honorable people. They believe strongly in personal honor, less so in the idea that the actions of others can impugn that honor. When a mousefolk makes a mistake, especially one that causes harm to others, they will work hard and at long lengths to correct that mistake.

    Mousefolk Names

    When a Mousefolk is old enough to read, they are taken by an elder to the clan's archives to study the lore and histories of their people. After several years, the individual is allowed to pick their own name, either adopting the name of a past hero, or inventing a new name for themselves.

    Male Names: Aengus, Ashwin, Aynselle, Boris, Byrnstan, Celanawe, Colin, Demitri, Elric, Esegar, Finn, Gregory.Joseph, Luke, Martin, Matthias, Mattimeo, Odric, Seyth, Thom, Waldwin

    Female Names: Baeylie, Caley, Clove, Daewn, Dalla, Eda, Elis, Gale, Ingrid, Kearra, Mariel, Millicent, Moira, Nola, Rona, Rosalee, Sayble, Serra, Sylvia, Veira

    Historical Names: Abershaw, Bluebell, Dalgill, Faolan, Garrow, Gamilon, Grimwold, Hannidy, Larkin, Sloan, Taryn, Tenny, Tinble, Toller, Vidar, Walmond

    Mousefolk Traits

    Your Mousefolk character has a number of traits in common with all other Mousefolk.

    Age. A Mousefolk reaches adulthood at the age of 5 and lives to be about 40 years old.

    Size. Mousefolk grow between 2 and 2 1/2 feet tall and weigh about 25 pounds. Your size is Small.

    Speed. Your base walking speed is 30 feet.

    Keen Senses. You have proficiency in the Perception skill.

    Mousefolk Weapon Training. You have proficiency with the rapier, shortsword, shortbow, and handaxe.

    Nimble Dodge. When attacked by an Attack of Opportunity, you may use your reaction to impose disadvantage on that attack.

    Languages. You can speak, read, and write Common and Squeak Speak. Mousefolk place great value on the written accounts of their legends and histories, and encourage everyone to keep journals and records of their deeds. Almost all Mousefolk speak Common to converse with the people on whose lands they dwell or through which they are traveling.

    Subrace. The two main kinds of Mousefolk, Softpaw and Meadowgard, are more like closely related families than true subraces. Choose one of these subraces.

    Softpaw

    As a Softpaw Mousefolk, you avoid the dangers of the untamed wilds for the security of civilization. Your bookish nature gives you an edge in the arcane studies and a knack for trade skills and craft. The mark of the Softpaw is a seal of the utmost quality. A Softpaw's natural dexterity and keen intellect make them desirable contract thieves and infiltrators.

    Artistry. You gain proficiency with one type of artisan's tools or one musical instrument.

    Squirm. You can move through tiny sized spaces as if you were tiny size.

    Meadowgard

    As a Meadowgard Mousefolk, you make your living in the wilds. You have keen senses, deep intuition, and a connection with nature that few other races can boast. The Meadowgard stand staunchly at the edge of civilization, knowing that their eyes are the first alarm and their body and blade are the last bulwark of countless others. They have an unwavering sense of duty and a lifetime of experience which keeps them sharp against the dangers of the world. With an Eider's blessing some Meadowgard leave the service of their clans to travel the world and record their journeys.

    Brave. You have advantage on saving throws against being frightened.

    Speak With Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

    Warforged

    The warforged were built by the ancients long ago as mechanical golems. The warforged were mindless automatons, but obtained sentience during the great war. A unexpected confluence of Arcane and Divine magic cast on a battlefield imbued the original seven with sentience. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a                                     cold-hearted killing machine, or a visionary                                           in search of purpose and meaning.

    Warforged Traits

    Warforged have certain traits that reflect their constructed and ancient builds.

    Age. A typical warforged is ancient, it's date of construction unknown. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

    Size. Your size is Medium. Set your height and weight randomly, start with rolling a size modifier.

    Speed. Your base walking speed is 30 feet.

    Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

    • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
    • You don’t need to eat, drink, or breathe.
    • You are immune to disease.
    • You don't need to sleep, and magic can't put you to sleep.

    Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

    Integrated Protection. Your body has built-in defensive layers, which can be enchanced with armor.

    • You gain a +1 bonus to Armor Class.
    • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
    • While you live, your armor can't be removed from your body against your will.

    Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

    Languages. You can speak, read, and write Common and one other language of your choice.

    Part 3

    Character Backgrounds

    CHARACTER BACKGROUNDS

    The following Backgrounds are found in the Dragonmaw Chronicles.

    Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods.

    Anthropologist You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations.

    Archaeologist An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains—their bones, their ruins, their surviving masterworks, and their tombs.

    Charlatan You know what people want and you deliver, or rather, you promise to deliver.

    Criminal You are an experienced criminal with a history of breaking the law.

    Entertainer You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them.

    Fisher You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean.

    Folk Hero You come from a humble social rank, but you are destined for so much more.

    Guild Artisan You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans.

    Hermit You lived in seclusion-either in a sheltered community such as a monastery, or entirely alone-for a formative part of your life.

    Marine You were trained for battle on sandy beaches and rocky shores.

    Noble You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence.

    Outlander You grew up in the wilds, far from civilization and the comforts of town and technology.

    Sage You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you.

    Sailor You sailed on a seagoing vessel for years.

    Shipwright You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers.

    Smuggler On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys.

    Soldier War has been your life for as long as you care to remember.

    Urchin You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself.

    Acolyte

    You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

    Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.


    • Skill Proficiencies: Insight, Religion
    • Languages: Two of your choice
    • Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp.

    Feature: Shelter of the Faithful

    As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

    You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the
    priests for assistance, provided the assistance you ask
    for is not hazardous and you remain in good standing
    with your temple.

    Suggested Characteristics

    Acolytes are shaped by their experience in
    temples or other religious communities.
    Their study of the history and tenets of their
    faith and their relationships to temples,
    shrines, or hierarchies affect their
    mannerisms and ideals. Their flaws might
    be some hidden hypocrisy or heretical idea,
    or an ideal or bond taken to an extreme.

    d8      Personality Trait
    1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
    2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
    3 I see omens in every event and action. The gods try to speak to us, we just need to listen.
    4 Nothing can shake my optimistic attitude.
    5 I quote (or misquote) sacred texts and proverbs in almost every situation.
    6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
    7 I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
    8 I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
    d6      Ideal
    1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
    2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
    3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
    4 Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
    5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
    6 Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
    d6      Bond
    1 I would die to recover an ancient relic of my faith that was lost long ago.
    2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
    3 I owe my life to the priest who took me in when my parents died.
    4 Everything I do is for the common people.
    5 I will do anything to protect the temple where I served.
    6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
    d6      Flaw
    1 I judge others harshly, and myself even more severely.
    2 I put too much trust in those who wield power within my temple’s hierarchy.
    3 My piety sometimes leads me to blindly trust those that profess faith in my god.
    4 I am inflexible in my thinking.
    5 I am suspicious of strangers and expect the worst of them.
    6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

    Anthropologist

    You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, em- pires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through first- hand observation-by visiting far-flung settlements and exploring local histories and customs.


    • Skill Proficiencies: Insight, Religion
    • Languages: Two of your choice
    • Equipment: A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of spe- cial significance, and a pouch containing 10 gp.

    Cultural Chameleon

    Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted, or roll on the Adopted Culture table.

    Adopted Culture
    d8 Culture
    1 Aarakocra
    2 Dwarf
    3 Elf
    4 Goblin
    d8 Culture
    5 Halfling
    6 Human
    7 Lizardfolk
    8 Orc

    Feature: Adept Linguist

    You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures-enough to communicate on a rudimentary level.

    Suggested Characteristics

    Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world. They seek to see how other races and civilizations surviveor why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall.

    d6      Personality Trait
    1 I prefer the company of those who aren't like me, including people of other races.
    2 I'm a stickler when it comes to observing proper etiquette and local customs.
    3 I would rather observe than meddle.
    4 By living among violent people, I have become desensitized to violence.
    5 I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
    6 When I arrive at a new settlement for the first time, I must learn all its customs.
    d6      Ideal
    1 Discovery. I want to be the first person to discover a lost culture. (Any)
    2 Distance. One must not interfere with the affairs of another cultureeven one in need of aid. (Lawful)
    3 Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)
    4 Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)
    5 Protection. I must do everything possible to save a society facing extinction. (Good)
    6 Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic)
    d6      Bond
    1 My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.
    2 Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.
    3 Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.
    4 I want to learn more about a particular humanoid culture that fascinates me.
    5 I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.
    6 I have a trinket that I believe is the key to finding a long-lost society.
    d6      Flaw
    1 Boats make me seasick.
    2 I talk to myself, and I don't make friends easily.
    3 I believe that I'm intellectually superior to people from other cultures and have much to teach them.
    4 I've picked up some unpleasant habits living among goblins, lizardfolk, or orcs.
    5 I complain about everything.
    6 I wear a tribal mask and never
    take it off.

    Archaeologist

    An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains—their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.


    • Skill Proficiencies: History, Survival
    • Tool Proficiencies: Cartographer's tools or navigator's tools
    • Languages: One of your choice
    • Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch con- taining 25 gp

    Dust Digger

    Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

    Signature Item
    d8 Item
    1 10-foot pole
    2 Crowbar
    3 Hat
    4 Hooded Lantern
    d8 Item
    5 Medallion
    6 Shovel
    7 Sledgehammer
    8 Whip

    Feature: Historical Knowledge

    When you enter a ruin or dungeon, you can correctly as- certain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can deter- mine the monetary value of art objects more than a century old.

    Suggested Characteristics

    Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.

    d8      Personality Trait
    1 I love a good puzzle or mystery.
    2 I'm a pack rat who never throws anything away.
    3 Fame is more important to me than money.
    4 I have no qualms about stealing from the dead.
    5 I'm happier in a dusty old tomb than I am in the centers of civilization.
    6 Traps don't make me nervous. Idiots who trigger traps make me nervous.
    7 I might fail, but I will never give up.
    8 You might think I'm a scholar, but I love a good brawl. These fists were made for punching.
    d6      Ideal
    1 Preservation. That artifact belongs in a museum. (Good)
    2 Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)
    3 Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)
    4 Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)
    5 Immortality. All my exploring is part of a plan to find the secret of everlasting life. (Any)
    6 Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
    d6      Bond
    1 Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.
    2 I want to find my mentor, who disappeared on an expedition some time ago.
    3 I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.
    4 I won't sell an art object or other treasure that has historical significance or is one of a kind.
    5 I'm secretly in love with the wealthy patron who sponsors my archaeological exploits.
    6 I hope to bring prestige to a library, a museum, or a university.
    d6      Flaw
    1 I have a secret fear of some common wild animal-and in my work, I see them everywhere.
    2 I can't leave a room without searching it for secret doors.
    3 When I'm not exploring dungeons or ruins, I get jittery and impatient.
    4 I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.
    5 When given the choice of going left or right, I always go left..
    6 I can't sleep except in total darkness.

    Charlatan

    You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It's a useful talent, and one that you're perfectly willing to use for your advantage.

    You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment-nothing more than a bit of fat with a sprinkle of silver dust-can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.


    • Skill Proficiencies: Deception, Sleight of Hand
    • Tool Proficiencies: Disguise kit, forgery kit
    • Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp.

    Feature: Favorite Schemes

    Every charlatan has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below.

    d6      Scam
    1 I cheat at games of chance.
    2 I shave coins or forge documents.
    3 I insinuate myself into people's lives to prey on their weakness and secure their fortunes.
    4 I put on new identities like clothes.
    5 I run sleight-of-hand cons on street corners.
    6 I convince people that worthless junk is worth their hard-earned money.

    Feature: False Identity

    You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including the official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting what you are trying to copy.

    Suggested Characteristics

    Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

    d8      Personality Trait
    1 I fall in and out of love easily, and am always pursuing someone.
    2 I have a joke for every occasion, especially occasions where humor is inappropriate.
    3 Flattery is my preferred trick for getting what I want.
    4 I'm a born gambler who can't resist taking a risk for a potential payoff.
    5 I lie about almost everything, even when there's no good reason to.
    6 Sarcasm and insults are my weapons of choice.
    7 I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
    8 I pocket anything I see that might have some value.
    d6      Ideal
    1 Independence: I am a free spirit – no one tells me what to do. (Chaotic)
    2 Fairness: I never target people who can't afford to lose a few coins. (Lawful)
    3 Charity: I distribute the money I acquire to the people who really need it. (Good)
    4 Creativity: I never run the same con twice. (Chaotic)
    5 Friendship: Material goods come and go. Bonds of friendship last forever. (Good)
    6 Aspiration: I'm determined to make something of myself. (Any)
    d6      Bond
    1 I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
    2 I owe everything to my mentor – a horrible person who's probably rotting in jail somewhere.
    3 Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
    4 I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
    5 A powerful person killed someone I love. Some day soon, I'll have my revenge.
    6 I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.
    d6      Flaw
    1 I can't resist a pretty face.
    2 I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
    3 I'm convinced that no one could ever fool me the way I fool others.
    4 I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
    5 I can't resist swindling people who are more powerful than me.
    6 I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.

    Criminal

    You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.


    • Skill Proficiencies: Deception, Stealth
    • Tool Proficiencies: One type of gaming set, thieves’ tools
    • Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp.

    Criminal Specialty

    There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

    d8 Specialty
    1 Blackmailer
    2 Burglar
    3 Enforcer
    4 Fence
    d8 Specialty
    5 Highway robber
    6 Hired killer
    7 Pickpocket
    8 Smuggler

    Feature: Criminal Contact

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

    Suggested Characteristics

    Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

    d8      Personality Trait
    1 I always have a plan for what to do when things go wrong.
    2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
    3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
    4 I would rather make a new friend than a new enemy.
    5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
    6 I don’t pay attention to the risks in a situation. Never tell me the odds.
    7 The best way to get me to do something is to tell me I can’t do it.
    8 I blow up at the slightest insult.
    d6      Ideal
    1 Honor. I don’t steal from others in the trade. (Lawful)
    2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
    3 Charity. I steal from the wealthy so that I can help people in need. (Good)
    4 Greed. I will do whatever it takes to become wealthy. (Evil)
    5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
    6 Redemption. There’s a spark of good in everyone. (Good)
    d6      Bond
    1 I’m trying to pay off an old debt I owe to a generous benefactor.
    2 My ill-gotten gains go to support my family.
    3 Something important was taken from me, and I aim to steal it back.
    4 I will become the greatest thief that ever lived.
    5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
    6 Someone I loved died because of a mistake I made. That will never happen again.
    d6      Flaw
    1 When I see something valuable, I can’t think about anything but how to steal it.
    2 When faced with a choice between money and my friends, I usually choose the money.
    3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
    4 I have a “tell” that reveals when I’m lying.
    5 I turn tail and run when things look bad.
    6 An innocent person is in prison for a crime that I committed. I’m okay with that.

    Variant Criminal: Spy

    Although your capabilities are not
    much different from those of a
    burglar or smuggler, you learned
    and practiced them in a very
    different context: as an
    espionage agent. You might
    have been an officially
    sanctioned agent of the crown,
    or perhaps you sold the secrets
    you uncovered to the highest
    bidder.

    Entertainer

    You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.


    • Skill Proficiencies: Acrobatics, Performance
    • Tool Proficiencies: Disguise kit, one type of musical instrument
    • Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp.

    Entertainer Routines

    A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

    d10      Entertainer Routine
    1 Actor
    2 Dancer
    3 Fire-eater
    4 Jester
    5 Juggler
    d10      Entertainer Routine
    6 Instrumentalist
    7 Poet
    8 Singer
    9 Storyteller
    10 Tumbler

    Suggested Characteristics

    Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

    d8      Personality Trait
    1 I know a story relevant to almost every situation.
    2 Whenever I come to a new place, I collect local rumors and spread gossip.
    3 I'm a hopeless romantic, always searching for that "special someone."
    4 Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
    5 I love a good insult, even one directed at me.
    6 I get bitter if I'm not the center of attention.
    7 I'll settle for nothing less than perfection.
    8 I change my mood or my mind as quickly as I change key in a song.
    d6      Ideal
    1 Beauty. When I perform, I make the world better than it was. (Good)
    2 Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
    3 Creativity. The world is in need of new ideas and bold action. (Chaotic)
    4 Greed. I'm only in it for the money and fame. (Evil)
    5 People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
    6 Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
    d6      Bond
    1 My instrument is my most treasured possession, and it reminds me of someone I love.
    2 Someone stole my precious instrument, and someday I'll get it back.
    3 I want to be famous, whatever it takes.
    4 I idolize a hero of the old tales and measure my deeds against that person's.
    5 I will do anything to prove myself superior to my hated rival.
    6 I would do anything for the other members of my old troupe.
    d6      Flaw
    1 I'll do anything to win fame and renown.
    2 I'm a sucker for a pretty face.
    3 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
    4 I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
    5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
    6 Despite my best efforts. I am unreliable to my friends.

    Variant Entertainer: Gladiator

    A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.

    Fisher

    You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon.


    • Skill Proficiencies: History, Survival
    • Languages: One of your choice
    • Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp.

    Feature: Harvest The Water

    You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

    Fishing Tale

    You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.

    d8      Tale
    1 Lobster Wrestling: You fought in hand-to-hand combat with an immense lobster.
    2 It Dragged the Boat: You nearly caught a fish of monstrous size that pulled your boat for miles.
    3 Fins of Pure Gold: You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
    4 Ghost Fish: You are haunted by a ghostly fish that only you can see.
    5 Nemesis Clam: A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.
    6 It Swallowed the Sun: You once saw a fish leap from the water and turn day into night.
    7 Dive into the Abyss: You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
    8 Love Story: You fell in love with a creature of pure water, but your brief romance ended tragically.

    Suggested Characteristics

    Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.

    d8      Personality Trait
    1 I am unmoved by the wrath of nature.
    2 My friends are my crew; we sink or float together.
    3 I need long stretches of quiet to clear my head.
    4 Rich folk don't know the satisfaction of hard work.
    5 I laugh heartily, feel deeply, and fear nothing.
    6 I work hard; nature offers no handouts.
    7 I dislike bargaining; state your price and mean it.
    8 Luck favors me, and I take risks others might not.
    d6      Ideal
    1 Camaraderie: Good people make even the longest voyage bearable. (Good)
    2 Luck: Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful)
    3 Daring: The richest bounty goes to those who risk everything. (Chaotic)
    4 Plunder: Take all that you can and leave nothing for the scavengers. (Evil)
    5 Balance: Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
    6 Hard Work: No wave can move a soul hard at work. (Any)
    d6      Bond
    1 I lost something important in the deep sea, and I intend to find it.
    2 Someone else's greed destroyed my livelihood, and I will be compensated.
    3 I will fish the many famous waters of this land.
    4 The gods saved me during a terrible storm, and I will honor their gift.
    5 My destiny awaits me at the bottom of a particular pond in the Feywild.
    6 I must repay my village's debt.
    d6      Flaw
    1 I am judgmental, especially of those I deem homebodies or otherwise lazy.
    2 I become depressed and anxious if I'm away from the sea too long.
    3 I have lived a hard life and find it difficult to empathize with others.
    4 I am inclined to tell long-winded stories at inopportune times.
    5 I work hard, but I play harder.
    6 I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.

    Folk Hero

    You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.


    • Skill Proficiencies: Animal Handling, Survival
    • Tool Proficiencies: One type of artisan’s tools, vehicles (land)
    • Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp

    Defining Event

    You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

    d10      Defining Event
    1 I stood up to a tyrant’s agents.
    2 I saved people during a natural disaster.
    3 I stood alone against a terrible monster.
    4 I stole from a corrupt merchant to help the poor.
    5 I led a militia to fight off an invading army.
    6 I broke into a tyrant’s castle and stole weapons to arm the people.
    7 I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
    8 A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
    9 A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
    10 Recruited into a lord’s army, I rose to leadership and was commended for my heroism.

    Feature: Rustic Hospitality

    Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

    Suggested Characteristics

    A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

    d8      Personality Trait
    1 I judge people by their actions, not their words.
    2 If someone is in trouble, I’m always ready to lend help.
    3 When I set my mind to something, I follow through no matter what gets in my way.
    4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
    5 I’m confident in my own abilities and do what I can to instill confidence in others.
    6 Thinking is for other people. I prefer action.
    7 I misuse long words in an attempt to sound smarter.
    8 I get bored easily. When am I going to get on with my destiny?
    d6      Ideal
    1 Respect. People deserve to be treated with dignity and respect. (Good)
    2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
    3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
    4 Might. If I become strong, I can take what I want—what I deserve. (Evil)
    5 Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
    6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
    d6      Bond
    1 I have a family, but I have no idea where they are. One day, I hope to see them again.
    2 I worked the land, I love the land, and I will protect the land.
    3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
    4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
    5 I protect those who cannot protect themselves.
    6 I wish my childhood sweetheart had come with me to pursue my destiny.
    d6      Flaw
    1 The tyrant who rules my land will stop at nothing to see me killed.
    2 I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
    3 The people who knew me when I was young know my shameful secret, so I can never go home again.
    4 I have a weakness for the vices of the city, especially hard drink.
    5 Secretly, I believe that things would be better if I were a tyrant lording over the land.
    6 I have trouble trusting in my allies.

    Guild Artisan

    You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.


    • Skill Proficiencies: Insight, Persuasion
    • Tool Proficiencies: One type of artisan's tools
    • Languages: One of your choice
    • Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15 gp.

    Guild Business

    Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.

    d20      Guild Business
    1 Alchemists and apothecaries
    2 Armorers, locksmiths, and finesmiths
    3 Brewers, distillers, and vintners
    4 Calligraphers, scribes, and scriveners
    5 Carpenters, roofers, and plasterers
    6 Cartographers, surveyors, and chart-makers
    7 Cobblers and shoemakers
    8 Cooks and bakers
    9 Glassblowers and glaziers
    10 Jewelers and gemcutters
    11 Leatherworkers, skinners, and tanners
    12 Masons and stonecutters
    13 Painters, limners, and sign-makers
    14 Potters and tile-makers
    15 Shipwrights and sailmakers
    16 Smiths and metal-forgers
    17 Tinkers, pewterers, and casters
    18 Wagon-makers and wheelwrights
    19 Weavers and dyers
    20 Woodcarvers, coopers, and bowyers

    As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.

    Feature: Guild Membership

    As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

    Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

    You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

    Suggested Characteristics

    Guild artisans are among the most ordinary people in the world-until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

    d8      Personality Trait
    1 I believe that anything worth doing is worth doing right. I can't help it – I'm a perfectionist.
    2 I'm a snob who looks down on those who can't appreciate fine art.
    3 I always want to know how things work and what makes people tick.
    4 I'm full of witty aphorisms and have a proverb for every occasion.
    5 I'm rude to people who lack my commitment to hard work and fair play.
    6 I like to talk at length about my profession.
    7 I don't part with my money easily and will haggle tirelessly to get the best deal possible.
    8 I'm well known for my work, and I want
    to make sure everyone appreciates it.
    I'm always taken aback when people
    haven't heard of me.

    d6      Ideal
    1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
    2 Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
    3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
    4 Greed. I'm only in it for the money. (Evil)
    5 People. I'm committed to the people I care about, not to ideals. (Neutral)
    6 Aspiration. I work hard to be the best there is at my craft.
    d6      Bond
    1 The workshop where I learned my trade is the most important place in the world to me.
    2 I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
    3 I owe my guild a great debt for forging me into the person I am today.
    4 I pursue wealth to secure someone's love.
    5 One day I will return to my guild and prove that I am the greatest artisan of them all.
    6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
    d6      Flaw
    1 I'll do anything to get my hands on something rare or priceless.
    2 I'm quick to assume that someone is trying to cheat me.
    3 No one must ever learn that I once stole money from guild coffers.
    4 I'm never satisfied with what I have – I always want more.
    5 I would kill to acquire a noble title.
    6 I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.

    Variant Guild Artisan: Guild Merchant

    Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan. Rather than proficiency with artisan's tools, you might be proficient with navigator's tools or an additional language. And instead of artisan's tools, you can start with a mule and a cart.

    Hermit

    You lived in seclusion-either in a sheltered community such as a monastery, or entirely alone-for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.


    • Skill Proficiencies: Medicine, Religion Tool
    • Proficiencies: Herbalism kit
    • Languages: One of your choice
    • Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp.

    Life Of Seclusion

    What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

    d8      Life of Seclusion
    1 I was searching for spiritual enlightenment.
    2 I was partaking of communal living in accordance with the dictates of a religious order.
    3 I was exiled for a crime I didn't commit.
    4 I retreated from society after a life-altering event.
    5 I needed a quiet place to work on my art, literature, music, or manifesto.
    6 I needed to commune with nature, far from civilization.
    7 I was the caretaker of an ancient ruin or relic.
    8 I was a pilgrim in search of a person, place, or relic of spiritual significance.

    Feature: Discovery

    The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

    Work with your DM to determine the details of your discovery and its impact on the campaign.

    Suggested Characteristics

    Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

    d8      Personality Trait
    1 I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
    2 I am utterly serene, even in the face of disaster.
    3 The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
    4 I feel tremendous empathy for all who suffer.
    5 I'm oblivious to etiquette and social expectations.
    6 I connect everything that happens to me to a grand, cosmic plan.
    7 I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
    8 I am working on a grand philosophical theory and love sharing my ideas.
    d6      Ideal
    1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
    2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
    3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
    4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
    5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
    6 Self-Knowledge. If you know yourself, there's nothing left to know. (Any)
    d6      Bond
    1 Nothing is more important than the other members of my hermitage, order, or association.
    2 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
    3 I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
    4 I entered seclusion because I loved someone I could not have.
    5 Should my discovery come to light, it could bring ruin to the world.
    6 My isolation gave me great insight into a great evil that only I can destroy.
    d6      Flaw
    1 Now that I've returned to the world, I enjoy its delights a little too much.
    2 I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
    3 I am dogmatic in my thoughts and philosophy.
    4 I let my need to win arguments overshadow friendships and harmony.
    5 I'd risk too much to uncover a lost bit of knowledge.
    6 I like keeping secrets and won't share them with anyone.

    Other Hermits

    This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you're looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.

    Marine

    You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your ad- versaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.


    • Skill Proficiencies: Athletics, Survival
    • Tool Proficiencies: Vehicles (water, land)
    • Equipment: A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp.

    Feature: Steady

    You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of thePlayer's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.

    Hardship Endured

    Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.

    d6      Hardship
    1 You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence.
    2 You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.
    3 You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
    4 No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
    5 For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
    6 You carried an injured marine for miles to avoid capture and death.

    Suggested Characteristics

    Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.

    d8      Personality Trait
    1 I speak rarely but mean every word I say.
    2 I laugh loudly and see the humor in stressful situations.
    3 I prefer to solve problems without violence, but I finish fights decisively.
    4 I enjoy being out in nature; poor weather never sours my mood.
    5 I am dependable.
    6 I am always working on some project or other.
    7 I become cantankerous and quiet in the rain.
    8 When the sea is within my sight, my mood is jovial and optimistic.
    d6      Ideal
    1 Teamwork: Success depends on cooperation and communication. (Good)
    2 Code: The marines' code provides a solution for every problem, and following it is imperative. (Lawful)
    3 Embracing: Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
    4 Might: The strong train so that they might rule those who are weak. (Evil)
    5 Bravery: To act when others quake in fear- this is the essence of the warrior. (Any)
    6 Perseverance: No injury or obstacle can turn me from my goal. (Any)
    d6      Bond
    1 I face danger and evil to offset an unredeemable act in my past.
    2 I. Will. Finish. The. Job.
    3 I must set an example of hope for those who have given up.
    4 I'm searching for a fellow marine captured by an elusive enemy.
    5 Fear leads to tyranny, and both must be eradicated.
    6 My commander betrayed my unit, and I will have revenge.
    d6      Flaw
    1 I grow combative and unpredictable when I drink.
    2 I find civilian life difficult and struggle to say the right thing in social situations.
    3 My intensity can drive others away.
    4 I hold grudges and have difficulty forgiving others.
    5 I become irrational when innocent people are hurt.
    6 I sometimes stay up all night listening to the ghosts of my fallen enemies.

    Noble

    You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

    Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

    Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

    What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

    Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

    These details help establish your family and your title as features of the world of the campaign.


    • Skill Proficiencies: History, Persuasion
    • Tool Proficiencies: One type of gaming set
    • Languages: One of your choice
    • Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

    Feature: Position of Privilege

    Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

    Suggested Characteristics

    Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

    d8      Personality Trait
    1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
    2 The common folk love me for my kindness and generosity.
    3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
    4 I take great pains to always look my best and follow the latest fashions.
    5 I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
    6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.
    7 My favor, once lost, is lost forever.
    8 If you do me an injury, I will crush you, ruin your name, and salt your fields.
    d6      Ideal
    1 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
    2 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
    3 Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
    4 Power. If I can attain more power, no one will tell me what to do. (Evil)
    5 Family. Blood runs thicker than water. (Any)
    6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
    d6      Bond
    1 I will face any challenge to win the approval of my family.
    2 My house’s alliance with another noble family must be sustained at all costs.
    3 Nothing is more important than the other members of my family.
    4 I am in love with the heir of a family that my family despises.
    5 My loyalty to my sovereign is unwavering.
    6 The common folk must see me as a hero of the people.
    d6      Flaw
    1 I secretly believe that everyone is beneath me.
    2 I hide a truly scandalous secret that could ruin my family forever.
    3 I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
    4 I have an insatiable desire for carnal pleasures.
    5 In fact, the world does revolve around me.
    6 By my words and actions, I often bring shame to my family.

    Variant Noble: Knight

    A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

    As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart in a chaste sort of devotion. (This person could be your bond.)

    Variant Feature: Retainers

    If your character has a noble background, you may select this background feature instead of Position of Privilege.

    You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused

    Outlander

    You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.


    • Skill Proficiencies: Athletics, Survival
    • Tool Proficiencies: One type of musical instrument
    • Languages: One of your choice
    • Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10 gp.

    Origin

    You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

    d10      Origin
    1 Forester
    2 Trapper
    3 Homesteader
    4 Guide
    5 Exile or outcast
    6 Bounty hunter
    7 Pilgrim
    8 Tribal nomad
    9 Hunter-gatherer
    10 Tribal marauder

    Feature: Wanderer

    You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition. you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

    Suggested Characteristics

    Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

    d8      Personality Trait
    1 I'm driven by a wanderlust that led me away from home.
    2 I watch over my friends as if they were a litter of newborn pups.
    3 I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.
    4 I have a lesson for every situation, drawn from observing nature.
    5 I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
    6 I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
    7 I feel far more comfortable around animals than people.
    8 I was, in fact, raised by wolves.
    d6      Ideal
    1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
    2 Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
    3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
    4 Might. The strongest are meant to rule. (Evil)
    5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
    6 Glory. I must earn glory in battle, for myself and my clan. (Any)
    d6      Bond
    1 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
    2 An injury to the unspoiled wilderness of my home is an injury to me.
    3 I will bring terrible wrath down on the evildoers who destroyed my homeland.
    4 I am the last of my tribe, and it is up to me to ensure their names enter legend.
    5 I suffer awful visions of a coming disaster and will do anything to prevent it.
    6 It is my duty to provide children to sustain my tribe.
    d6      Flaw
    1 I am too enamored of ale, wine, and other intoxicants.
    2 There's no room for caution in a life lived to the fullest.
    3 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
    4 I am slow to trust members of other races, tribes, and societies.
    5 Violence is my answer to almost any challenge.
    6 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

    Sage

    You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.


    • Skill Proficiencies: Arcana, History
    • Languages: Two of your choice
    • Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp

    Specialty

    To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

    d8 Specialty
    1 Alchemist
    2 Astronomer
    3 Discredited academic
    4 Librarian
    d8 Specialty
    5 Professor
    6 Researcher
    7 Wizard’s apprentice
    8 Scribe

    Feature: Researcher

    When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

    Suggested Characteristics

    Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

    d8      Personality Trait
    1 I use polysyllabic words that convey the impression of great erudition.
    2 I’ve read every book in the world’s greatest libraries—or I like to boast that I have.
    3 I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
    4 There’s nothing I like more than a good mystery.
    5 I’m willing to listen to every side of an argument before I make my own judgment.
    6 I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me.
    7 I am horribly, horribly awkward in social situations.
    8 I’m convinced that people are always trying to steal my secrets.
    d6      Ideal
    1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
    2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
    3 Logic. Emotions must not cloud our logical thinking. (Lawful)
    4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
    5 Power. Knowledge is the path to power and domination. (Evil)
    6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
    d6      Bond
    1 It is my duty to protect my students.
    2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
    3 I work to preserve a library, university, scriptorium, or monastery.
    4 My life’s work is a series of tomes related to a specific field of lore.
    5 I’ve been searching my whole life for the answer to a certain question.
    6 I sold my soul for knowledge. I hope to do great deeds and win it back.
    d6      Flaw
    1 I am easily distracted by the promise of information.
    2 Most people scream and run when they see a demon. I stop and take notes on its anatomy.
    3 Unlocking an ancient mystery is worth the price of a civilization.
    4 I overlook obvious solutions in favor of complicated ones.
    5 I speak without really thinking through my words, invariably insulting others.
    6 I can’t keep a secret to save my life, or anyone else’s.

    Sailor

    You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board-boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?


    • Skill Proficiencies: Athletics, Perception Tool
    • Proficiencies: Navigator's tools, vehicles (water)
    • Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10 gp.

    Feature: Ship's Passage

    When you need to, you can secure free passage on a sailing ship for yourself and adventuring your companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you your companions are expected to assist the crew during the voyage.

    Suggested Characteristics

    Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.

    d8      Personality Trait
    1 My friends know they can rely on me, no matter what.
    2 I work hard so that I can play hard when the work is done.
    3 I enjoy sailing into new ports and making new friends over a flagon of ale.
    4 I stretch the truth for the sake of a good story.
    5 To me, a tavern brawl is a nice way to get to know a new city.
    6 I never pass up a friendly wager.
    7 My language is as foul as an otyugh nest.
    8 I like a job well done, especially if I can convince someone else to do it.
    d6      Ideal
    1 Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
    2 Fairness. We all do the work, so we all share in the rewards. (Lawful)
    3 Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)
    4 Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
    5 People. I'm committed to my crewmates, not to ideals. (Neutral)
    6 Aspiration. Someday I'll own my own ship and chart my own destiny. (Any)
    d6      Bond
    1 I'm loyal to my captain first, everything else second.
    2 The ship is most important – crewmates and captains come and go.
    3 I'll always remember my first ship.
    4 In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
    5 I was cheated out of my fair share of the profits, and I want to get my due.
    6 Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
    d6      Flaw
    1 I follow orders, even if I think they're wrong.
    2 I'll say anything to avoid having to do extra work.
    3 Once someone questions my courage, I never back down no matter how dangerous the situation.
    4 Once I start drinking, it's hard for me to stop.
    5 I can't help but pocket loose coins and other trinkets I come across.
    6 My pride will probably lead to my destruction.

    Variant Sailor: Pirate

    You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town. If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature (see sidebar) instead of the Ship's Passage feature.

    Variant Feature: Bad Reputation

    If your character has a sailor background, you may select this background feature instead of Ship's Passage.

    No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

    Shipwright

    You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly prow in your dreams that saved a town from starvation. You have seen a majestic you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it.


    • Skill Proficiencies: History, Perception
    • Tool Proficiencies: Carpenter's tools, vehicles (water)
    • Equipment: A set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen, a set of travel- er's clothes, and a leather pouch with 10 gp.

    Feature: I'll Patch It!

    Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.

    Life At Sea

    Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.

    d6      Sea's Influence
    1 Grand Designs: You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design.
    2 Solid and Sound: You patched up a war gallery and prevented it from sinking. The local navy regards you as a friend.
    3 Favored: You insisted on thicker planking for a merchant vessel’s hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant’s distant mansion.
    4 Master of Armaments: You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items.
    5 Low Places: You have contacts in the smuggling outfits along the coast, you occasionally repear the criminals’ ships in exchange for coin and favors.
    6 Mysteries of the Deep: You experienced as encounter with possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you.

    Suggested Characteristics

    Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.

    d8      Personality Trait
    1 I love talking and being heard more than I like to listen.
    2 I’m extremely fond of puzzles.
    3 I thrive under pressure.
    4 I love sketching and designing objects, especially boats.
    5 I’m not afraid of hard work-in fact, I prefer it.
    6 A pipe, an ale, and the smell of the sea; paradise.
    7 I have an endless supply of cautionary tales related to the sea.
    8 I don’t mind getting my hands dirty.
    d6      Ideal
    1 Crew: If everyone on deck pitches in, we’ll never sink. (Good)
    2 Careful Lines: A ship must be balanced according to the laws of the universe. (Lawful)
    3 Invention: Make what you need out of whatever is at hand. (Chaotic)
    4 Perfection: To measure a being and find it lacking is the greatest disappointment. (Evil)
    5 Reflection: Muddled water always clears in time. (Any)
    6 Hope: The horizon at sea holds the greatest promise.
    d6      Bond
    1 I must visit all the oceans of the world and behold the shops that sail there.
    2 Much of the treasure I claim will be used to enrich my community.
    3 I must find a kind of wood rumored to possess magical qualities.
    4 I repair broken things to redeem what’s broken in myself.
    5 I will craft a boat capable of sailing through the most dangerous of storms.
    6 A kraken destroyed my masterpiece; its teeth shall adorn my hearth.
    d6      Flaw
    1 I don’t know when to throw something away. You never know when it might be useful again.
    2 I get frustrated to the point of distraction by shoddy craftsmanship.
    3 Though I am an excellent crafter, my work tends to look as though it belongs on a ship.
    4 I am so obsessed with sketching my ideas for elaborate inventions that I somtimes forget little things like eating and sleeping.
    5 I’m judgemental of those who are not skilled with tools of some kind.
    6 I sometimes take things that don’t belong to me, especially if they are very well made.

    Smuggler

    On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.


    • Skill Proficiencies: Athletics, Deception
    • Tool Proficiencies: Vehicles (water)
    • Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp.

    Feature: Down Low

    You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

    Claim To Fame

    Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the storyand you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.

    d6      Accomplishment
    1 Spirit of the Whale: You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile.
    2 Cart and Sword: You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants.
    3 The Recruit: You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here.
    4 River of Shadows: Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home.
    5 Gold-Hearted: You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture.
    6 Playing Both Sides: You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery.

    Suggested Characteristics

    In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.

    d8      Personality Trait
    1 I love being on the water but hate fishing.
    2 I think of everything in terms of monetary value.
    3 I never stop smiling.
    4 Nothing rattles me; I have a lie for every occasion.
    5 I love gold but won't cheat a friend.
    6 I enjoy doing things others believe to be impossible.
    7 I become wistful when I see the sun rise over the ocean.
    8 I am no common criminal; I am a mastermind.
    d6      Ideal
    1 Wealth. Heaps of coins in a secure vault is all I dream of. (Any)
    2 Smuggler's Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
    3 All for a Coin. I'll do nearly anything if it means I turn a profit. (Evil)
    4 Peace and Prosperity. I smuggle only to achieve a greater goal that benefits my community. (Good)
    5 People For all. my many lies, I place a high value on friendship. (Any)
    6 Daring. I am most happy when risking everything. (Any)
    d6      Bond
    1 My vessel was stolen from me, and I burn with the desire to recover it.
    2 I intend to become the leader of the network of smugglers that I belong to.
    3 I owe a debt that cannot be repaid in gold.
    4 After one last job, I will retire from the business.
    5 I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
    6 I give most of my profits to a charitable cause, and I don't like to brag about it.
    d6      Flaw
    1 Lying is reflexive, and I sometimes engage in it without realizing.
    2 I tend to assess my relationships in terms of profit and loss.
    3 I believe everyone has a price and am cynical toward those who present themselves as virtuous.
    4 I struggle to trust the words of others.
    5 Few people know the real me.
    6 Though I act charming, I feel nothing for others and don't know what friendship is.

    Soldier

    War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

    When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.


    • Skill Proficiencies: Athletics, Intimidation
    • Tool Proficiencies: One type of gaming set, vehicles (land)
    • Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp.

    Specialty

    During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

    d8 Specialty
    1 Officer
    2 Scout
    3 Infantry
    4 Cavalry
    d8 Specialty
    5 Healer
    6 Quartermaster
    7 Standard bearer
    8 Support staff (cook, blacksmith, or the like)

    Feature: Military Rank

    You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Suggested Characteristics

    The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

    d8      Personality Trait
    1 I’m always polite and respectful.
    2 I’m haunted by memories of war. I can’t get the images of violence out of my mind.
    3 I’ve lost too many friends, and I’m slow to make new ones.
    4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
    5 I can stare down a hell hound without flinching.
    6 I enjoy being strong and like breaking things.
    7 I have a crude sense of humor.
    8 I face problems head-on. A simple, direct solution is the best path to success.
    d6      Ideal
    1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
    2 Responsibility. I do what I must and obey just authority. (Lawful)
    3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
    4 Might. In life as in war, the stronger force wins. (Evil)
    5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
    6 Nation. My city, nation, or people are all that matter. (Any)
    d6      Bond
    1 I would still lay down my life for the people I served with.
    2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
    3 My honor is my life.
    4 I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
    5 Those who fight beside me are those worth dying for.
    6 I fight for those who cannot fight for themselves.
    d6      Flaw
    1 The monstrous enemy we faced in battle still leaves me quivering with fear.
    2 I have little respect for anyone who is not a proven warrior.
    3 I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
    4 My hatred of my enemies is blind and unreasoning.
    5 I obey the law, even if the law causes misery.
    6 I’d rather eat my armor than admit when I’m wrong.

    Urchin

    You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?


    • Skill Proficiencies: Sleight of Hand, Stealth Tool
    • Proficiencies: Disguise kit, thieves' tools
    • Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10 gp.

    Feature: City Secrets

    You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

    Suggested Characteristics

    Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life- and maybe get some payback on all the rich people who treated them badly.

    d8      Personality Trait
    1 I hide scraps of food and trinkets away in my pockets.
    2 I ask a lot of questions.
    3 I like to squeeze into small places where no one else can get to me.
    4 I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
    5 I eat like a pig and have bad manners.
    6 I think anyone who's nice to me is hiding evil intent.
    7 I don't like to bathe.
    8 I bluntly say what other people are hinting at or hiding.
    d6      Ideal
    1 Respect: All people, rich or poor, deserve respect. (Good)
    2 Community: We have to take care of each other, because no one else is going to do it. (Lawful)
    3 Change: The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
    4 Retribution: The rich need to be shown what life and death are like in the gutters. (Evil)
    5 People: I help the people who help me-that's what keeps us alive. (Neutral)
    6 Aspiration: I'm going to prove that I'm worthy of a better life. (Any)
    d6      Bond
    1 My town or city is my home, and I'll fight to defend it.
    2 I sponsor an orphanage to keep others from enduring what I was forced to endure.
    3 I owe my survival to another urchin who taught me to live on the streets.
    4 I owe a debt I can never repay to the person who took pity on me.
    5 I escaped my life of poverty by robbing an important person, and I'm wanted for it.
    6 No one else should have to endure the hardships I've been through.
    d6      Flaw
    1 If I'm outnumbered, I will run away from a fight.
    2 Gold seems like a lot of money to me, and I'll do just about anything for more of it.
    3 I will never fully trust anyone other than myself.
    4 I'd rather kill someone in their sleep then fight fair.
    5 It's not stealing if I need it more than someone else.
    6 People who can't take care of themselves get what they deserve.

    Part 4

    Character Classes

    Character Classes

    The Barbarian

    Barbarian

    A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.

    A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.

    Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.

    These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

    For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

    Primal Instinct

    People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.

    Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

    A Life of Danger

    Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.

    Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

    Creating a Barbarian

    When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?

    What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.

    Quick Build

    You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.

    Level Proficiency Bonus Features Rages Rage Damage
    1st +2 Rage, Unarmored Defense 2 +2
    2nd +2 Reckless Attack, Danger Sense 2 +2
    3rd +2 Primal Path, Primal Knowledge 3 +2
    4th +2 Ability Score Improvement 3 +2
    5th +3 Extra Attack, Fast Movement 3 +2
    6th +3 Path Feature 4 +2
    7th +3 Feral Instinct, Instinctive Pounce 4 +2
    8th +3 Ability Score Improvement 4 +2
    9th +4 Brutal Critical (1 die) 4 +3
    10th +4 Path Feature, Primal Knowledge 4 +3
    11th +4 Relentless Rage 4 +3
    12th +4 Ability Score Improvement 5 +3
    13th +5 Brutal Critical (2 dice) 5 +3
    14th +5 Path Feature 5 +3
    15th +5 Persistent Rage 5 +3
    16th +5 Ability Score Improvement 5 +4
    17th +6 Brutal Critical (3 dice) 6 +4
    18th +6 Indomitable Might 6 +4
    19th +6 Ability Score Improvement 6 +4
    20th +6 Primal Champion Unlimited +4

    Class Features

    As a barbarian, you gain the following class features.

    Hit Points


    • Hit Dice: 1d12 per barbarian level
    • Hit Points at 1st Level: 12 + your Constitution modifier
    • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

    Proficiencies


    • Armor: Light armor, medium armor, shields
    • Weapons: Simple weapons, martial weapons
    • Tools: None
    • Saving Throws: Strength, Constitution
    • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

    Equipment

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

    • (a) a greataxe or (b) any martial melee weapon
    • (a) two handaxes or (b) any simple weapon
    • An explorer's pack and four javelins

    Rage

    In battle, you fight with primal ferocity. 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 weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
    • You have resistance to bludgeoning, piercing, and slashing damage.

    If you are able to cast spells, you can't cast them or concentrate on them while raging.

    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

    Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

    Unarmored Defense

    While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

    Danger Sense

    At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

    Reckless Attack

    Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

    Primal Path

    At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

    Primal Knowledge

    When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

    Ability Score Improvement

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

    Extra Attack

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

    Fast Movement

    Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

    Feral Instinct

    By 7th level, your instincts are so honed that you have advantage on initiative rolls.

    Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

    Instinctive Pounce

    At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

    Brutal Critical

    Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

    This increases to two additional dice at 13th level and three additional dice at 17th level.

    Relentless Rage

    Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

    Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

    Persistent Rage

    Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

    Indomitable Might

    Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

    Primal Champion

    At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

    Primal Paths

    Path of the Ancestral Guardian

    Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

    Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

    Ancestral Protectors

    Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

    Spirit Shield

    Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

    When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

    Consult the Spirits

    At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

    After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

    Vengeful Ancestors

    At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.

    Path of the Battlerager

    Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

    Battlerager Armor

    When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

    While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

    Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

    Reckless Abandon

    Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

    Battlerager Charge

    Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

    Spiked Retribution

    Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

    Path Of The Beast

    Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

    Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

    Origin of the Beast
    1d4 Origin
    1 One of your parents is a lycanthrope, and you've inherited some of their curse.
    2 You are descended from an archdruid and inherited the ability to partially change shape.
    3 A fey spirit gifted you with the ability to adopt different bestial aspects.
    4 An ancient animal spirit dwells within you, allowing you to walk this path.

    Form of the Beast

    Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

    You choose the weapon’s form each time you rage:


    • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
    • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
    • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

    Bestial Soul

    Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

    • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
    • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

    Infectious Fury

    At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

    • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
    • Target takes 2d12 psychic damage.

    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.

    Call the Hunt

    At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

    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.

    Path of the Berserker

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

    Frenzy

    Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

    Mindless Rage

    Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

    Intimidating Presence

    Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

    If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

    Retaliation

    Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

    Path of the Juggernaut

    Juggernaut barbarians are siege engines in their own right, able to stand their ground and move their foes into positions of weakness. While raging, they make any battlefield their domain, shoving foes over mountainsides and destroying even the strongest structures with their attacks.

    Thunderous Blows

    Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the 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.

    Stance of the Mountain

    You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.

    Demolishing Might

    Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. 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.

    Overwhelming Cleave

    Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking any who threaten you. 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.

    Unstoppable

    Starting at 14th level, you can choose to become unstoppable when you enter a 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.

    Path of the Storm Herald

    Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.

    Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

    Storm Aura

    When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

    Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

    If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.


    • Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
    • Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
    • Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

    Storm Soul

    At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.


    • Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
    • Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
    • Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

    Shielding Storm

    At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

    Raging Storm

    At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.


    • Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level.
    • Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
    • Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

    Path of the Totem Warrior

    The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

    Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

    Spirit Seeker

    Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

    Totem Spirit

    At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

    Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.


    • Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
    • Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
    • Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
    • Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
    • Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

    Aspect of the Beast

    At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.


    • Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
    • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
    • Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.
    • Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
    • Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

    Spirit Walker

    At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

    Totemic Attunement

    At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.


    • Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
    • Eagle. . While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
    • Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
    • Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
    • Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

    Path of Wild Magic

    Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

    Magic Awareness

    When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

    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.

    Wild Surge

    Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

    If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

    Wild Surge
        d8     Magical Effect
    1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
    2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
    3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
    4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
    5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
    6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
    7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
    8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

    Bolstering Magic

    Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

    • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
    • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

    You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Unstable Backlash

    At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

    Controlled Surge

    At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

    Path of the Zealot

    Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power.

    A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

    Divine Fury

    Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

    Warrior of the Gods

    At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

    Fanatical Focus

    Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

    Zealous Presence

    At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Rage Beyond Death

    Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

    While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

    The Bard

    Bard

    Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.

    A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.

    Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.

    Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

    Music and Magic

    In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.

    The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

    Learning from Experience

    True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.

    Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

    The Bard

                                                                                                                                                                                                 ---Spell Slots per Spell Level---

    Level Proficiency
    Bonus
    Features Cantrips
    Known
    Spells
    Known
    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
    2nd +2 Jack of All Trades, Song of Rest (d6), Magical Inspiration 2 5 3 - - - - - - - -
    3rd +2 Bard College, Expertise 2 6 4 2 - - - - - - -
    4th +2 Ability Score Improvement, Bardic Versatility 3 7 4 3 - - - - - - -
    5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 - - - - - -
    6th +3 Countercharm, Bard College feature 3 9 4 3 3 - - - - - -
    7th +3 3 10 4 3 3 1 - - - - -
    8th +3 Ability Score Improvement, Bardic Versatility 3 11 4 3 3 2 - - - - -
    9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 - - - -
    10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2 - - - -
    11th +4 4 15 4 3 3 3 2 1 - - -
    12th +4 Ability Score Improvement, Bardic Versatility 4 15 4 3 3 3 2 1 - - -
    13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 - -
    14th +5 Magical Secrets, Bard College feature 4 18 4 3 3 3 2 1 1 - -
    15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 -
    16th +5 Ability Score Improvement, Bardic Versatility 4 19 4 3 3 3 2 1 1 1 -
    17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
    18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement, Bardic Versatility 4 22 4 3 3 3 3 2 1 1 1
    20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

    Creating a Bard

    Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There’s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.

    Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?

    Quick Build

    You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave.

    Class Features

    As a bard, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: Light armor
    • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    • Tools: Three musical instruments of your choice
    • Saving Throws: Dexterity, Charisma
    • Skills: Choose any three

    Equipment

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

    • (a) a rapier, (b) a longsword, or (c) any simple weapon
    • (a) a diplomat's pack or (b) an entertainer's pack
    • (a) a lute or (b) any other musical instrument
    • Leather armor and a dagger

    Spellcasting

    You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

    Cantrips

    You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

    Spell Slots

    The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

    Spells Known of 1st Level and Higher

    You know four 1st-level spells of your choice from the bard spell list.

    The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

    Spellcasting Ability

    Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus
    + your Charisma modifier

    Spell attack modifier = your proficiency bonus
    + your Charisma modifier

    Ritual Casting

    You can cast any bard spell you know as a ritual if that spell has the ritual tag.

    Spellcasting Focus

    You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

    Bardic Inspiration

    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Jack of All Trades

    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

    Song of Rest

    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

    The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

    Magical Inspiration

    At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

    Bard College

    At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.

    Expertise

    At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

    At 10th level, you can choose another two skill proficiencies to gain this benefit.

    Ability Score Improvement

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

    Bardic Versatility

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

    • Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
    • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

    Font of Inspiration

    Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

    Countercharm

    At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

    Magical Secrets

    By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

    The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

    You learn two additional spells from any classes at 14th level and again at 18th level.

    Superior Inspiration

    At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

    Bard Colleges

    College of Creation

    Bards believe the cosmos is a work of art - the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: "Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."

    Dwarves often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons -as two of the song's first singers.

    Note of Potential

    When you join the College of Creation at 3rd level, whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

    When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:


    • Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
    • Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
    • Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).

    Performance of Creation

    Also at 3rd level, as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.

    Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

    The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

    Animating Performance

    By 6th level, as an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB), The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

    In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.

    When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.

    Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.


    Dancing Item

    Large or smaller construct


    • Armor Class: 16 (natural armor)
    • Hit Points 10 + 5 times your bard level
    • Speed 30 ft., fly 30 ft. (hover)

    STR DEX CON INT WIS CHA
    18 (+4) 14 (+2) 16 (+3) 4 (−3) 10 (+0) 6 (−2)

    • Damage Immunities: poison, psychic
    • Condition Immunities: charmed, exhaustion, poisoned, frightened
    • Senses darkvision 60 ft., passive Perception 10
    • Languages understands the languages you speak
    • Challenge
    • Proficiency Bonus (PB): equals your bonus

    Immutable Form. The item is immune to any spell or effect that would alter its form.

    Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.


    Actions

    Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.

    Creative Crescendo

    At 14th level, when you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.

    You are no longer limited by gp value when creating items with Performance of Creation.

    College of Eloquence

    Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.

    Silver Tongue

    Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

    Unsettling Words

    Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

    Unfailing Inspiration

    At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

    Universal Speech

    Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

    Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

    Infectious Inspiration

    At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

    You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

    College of Glamour

    The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

    The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

    Mantle of Inspiration

    When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

    As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

    The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

    Enthralling Performance

    Starting at 3rd level, you can charge your performance with seductive, fey magic.

    If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

    If a target succeeds on its saving throw, the target 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.

    Mantle of Majesty

    At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.

    Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Unbreakable Majesty

    At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

    In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

    Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

    College of Lore

    Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

    The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

    The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

    Bonus Proficiencies

    When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

    Cutting Words

    Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

    Additional Magical Secrets

    At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

    Peerless Skill

    Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number 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.

    College of Spirits

    Bards of the College of Spirits seek tales with inherent power-be they legends, histories, or fictions-and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.

    Guiding Whispers

    At 3rd level, you can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

    Spiritual Focus

    At 3rd level, you employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

    Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

    Tales from Beyond

    At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.

    You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.

    You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.

    If the tale requires a saving throw, the DC equals your spell save DC.

    Spirit Session

    At 6th level, spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

    The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of Divination or Necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.

    Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

    Mystical Connection

    At 14th level, you now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

    College of Swords

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

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

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

    Spirit Tales
    Bardic Inspiration Die Tale Told Through You
    1 Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.
    2 Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
    3 Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
    4 Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
    5 Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
    6 Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC.
    7 Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.
    8 Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.
    9 Tale of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
    10 Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
    11 Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
    12 Tale of the Mind-Bender. You envoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

    Bonus Proficiencies

    When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

    If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

    Fighting Style

    At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


    • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    Blade Flourish

    At 3rd level, you learn to conduct impressive displays of martial prowess and speed.

    Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one 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 use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
    • Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
    • Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Master's Flourish

    Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

    College of Valor

    Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

    Bonus Proficiencies

    When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

    Combat Inspiration

    Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Battle Magic

    At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

    College of Whispers

    Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

    Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.

    Psychic Blades

    When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.

    When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.

    The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

    Words of Terror

    At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

    If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

    If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

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

    Mantle of Whispers

    At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

    You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

    While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

    Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

    Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

    Shadow Lore

    At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.

    As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

    If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.

    While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

    When the effect ends, the creature has no understanding of why it held you in such fear.

    Once you use this feature, you can’t use it again until you finish a long rest.

    The Cleric

    Cleric

    Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.

    Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.

    Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

    Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

    Healers and Warriors

    Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

    Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

    Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

    Divine Agents

    Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.

    When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

    Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.

    Creating a Cleric

    As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.

    Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

    Quick Build

    You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.

    The Cleric

                                                                                                                                                                                                ---Spell Slots per Spell Level---

    Level Proficiency
    Bonus
    Features Cantrips
    Known
    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Divine Domain 3 2
    2nd +2 Channel Divinity (x1), Divine Domain feature, Harness Divine Power 3 3
    3rd +2 - 3 4 2
    4th +2 Ability Score Improvement, Cantrip Versatility 4 4 3
    5th +3 Destroy Undead (CR 1/2) 4 4 3 2
    6th +3 Channel Divinity (x2), Divine Domain feature 4 4 3 3
    7th +3 - 4 4 3 3 1
    8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility 4 4 3 3 2
    9th +4 - 4 4 3 3 3 1
    10th +4 Divine Intervention 5 4 3 3 3 2
    11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
    12th +4 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 2 1
    13th +5 - 5 4 3 3 3 2 1 1
    14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
    15th +5 - 5 4 3 3 3 2 1 1 1
    16th +5 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 2 1 1 1
    17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
    18th +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 3 2 1 1 1
    20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

    Class Features

    As a cleric, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: Light armor, medium armor, shields
    • Weapons: All simple weapons
    • Tools: None
    • Saving Throws: Wisdom, Charisma
    • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

    Equipment

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

    • (a) a mace or (b) a warhammer (if proficient)
    • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a priest's pack or (b) an explorer's pack
    • A shield and a holy symbol

    Spellcasting

    As a conduit for divine power, you can cast cleric spells.

    Cantrips

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

    Spell Slots

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

    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus
    + your Wisdom modifier

    Spell attack modifier = your proficiency bonus
    + your Wisdom modifier

    Ritual Casting

    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus

    You can use a holy symbol as a spellcasting focus for your cleric spells.

    Divine Domain

    At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

    Domain Spells

    Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

    If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

    Channel Divinity

    At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

    Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

    Channel Divinity: Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

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

    Harness Divine Power

    At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

    Ability Score Improvement

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

    Cantrip Versatility

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

    Destroy Undead

    Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.

    Blessed Strikes

    When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

    Divine Intervention

    Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

    Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

    At 20th level, your call for intervention succeeds automatically, no roll required.

    Divine Domains

    Arcane Domain

    Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

    The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.

    Arcane Domain Spells
    Cleric
    Level
    Spells
    1st Detect Magic, Magic Missile
    3rd Magic Weapon, Nystul's Magic Aura
    5th Dispel Magic, Magic Circle
    7th Arcane Eye, Leomund's Secret Chest
    9th Planar Binding, Teleportation Circle

    Arcane Initiate

    When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

    Channel Divinity: Arcane Abjuration

    Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

    As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

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

    After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

    Arcane Banishment
    Cleric Level Banishes Creatures of CR…
    5th 1/2 or lower
    8th 1 or lower
    11th 2 or lower
    14th 3 or lower
    17th 4 or lower

    Spell Breaker

    Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

    Potent Spellcasting

    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    Arcane Mastery

    At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

    Darkness Domain

    Followers of the Darkness domain worship, among others, deities such as Mask, Selune, Shargaas, Shar, Leira, the Raven Queen, Nyx, and Nótt, entities that rule over shadows, night, darkness and The Shadowfell. Some of these gods are patrons of those who perform their activities in the dark, like thieves, assassins or wardens. Others are more elemental and nature, representing the night itself or aspects of the night, like nocturnal creatures, the stars or the Moon.

    Clerics that devote the darkness domain can channel the power of their gods to summon the mantle of shadows as a form of protection, concealing their presence from their enemies eyes, to wander unnoticed. They also can use it to strike fear in the hearts of these foes, invoking the natural fear most creatures have from the unknown.

    Darkness Domain Spells
    Cleric Level Spells
    1st Disguise Self, Unseen Servant
    3rd Darkness, Invisibility
    5th Nondetection, Blink
    7th Greater Invisibility, Mordenkainen's Private Sanctum
    9th Seeming, Dream

    Eyes of Darkness

    When you choose this domain at 1st level, you gain the ability to see on darkness, magical or otherwise, up to a range of 120 feet.

    Warding Shade

    Also at 1st level, you can interpose divine darkness between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a shadow to envelope its mark before it hits or misses. An attacker that can’t be blinded is immune to this feature, as are those with a Darkvision of at least 120 feet. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Channel Divinity: Shadow of the Nightmare

    Starting at 2nd level, you can use your Channel Divinity to harness darkness, banishing light and dealing psychic damage to your foes. As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes psychic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

    Improved Shade

    Starting at 6th level, you can also use your Warding Shade feature when a creature that you can see within 30 feet of you attacks a creature other than you.

    Light Siphon

    At 8th level, the darkness you carry has become a part of you. You create a 5-foot sphere of darkness centered on yourself at all times. When in bright light this is dim light, when in dim light it is darkness, and when in darkness it is magical darkness.

    Umbral Body

    Beginning at 14th level, you gain the ability to transform into pure shadow. You can cast umbral body at will, without expending a spell slot or material components. When you cast the spell using this feature, you may only target yourself, and it lasts until the end of the current turn.

    Improved Shadow of the Nightmare

    At 17th level, your Shadow of the Nightmare has a range of 60 feet, and deals 3d10 + twice your cleric level psychic damage. Creatures without darkvision have disadvantage on their Wisdom saving throw against it.

    Death Domain

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

    Death Domain Spells
    Cleric Level Spells
    1st False Life, Ray of Sickness
    3rd Blindness/Deafness, Ray of Enfeeblement
    5th Animate Dead, Vampiric Touch
    7th Blight, Death Ward
    9th Antilife Shell, Cloudkill

    Bonus Proficiency

    When you choose this domain at 1st level, you gain proficiency with martial weapons.

    Reaper

    At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

    Channel Divinity: Touch of Death

    Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

    Inescapable Destruction

    Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Improved Reaper

    Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

    Forge Domain

    The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

    Forge Domain Spells
    Cleric Level Spells
    1st Identify, Searing Smite
    3rd Heat Metal, Magic Weapon
    5th Elemental Weapon, Protection from Energy
    7th Fabricate, Wall of Fire
    9th Animate Objects, Creation

    Bonus Proficiencies

    When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

    Blessing of the Forge

    At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Channel Divinity: Artisan's Blessing

    Starting at 2nd level, you can use your Channel Divinity to create simple items.

    You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of 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 unoccupied space of your choice on a surface within 5 feet of you.

    The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

    The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

    Soul of the Forge

    Starting at 6th level, your mastery of the forge grants you special abilities:

    • You gain resistance to fire damage.
    • While wearing heavy armor, you gain a +1 bonus to AC.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Saint of Forge and Fire

    At 17th level, your blessed affinity with fire and metal becomes more powerful:

    • You gain immunity to fire damage.
    • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

    Justice Domain

    All seek some form of justice when they have been wronged, and many live under the promise of its protection, whether or not the promise is kept, but few take on the holy burden of delivering the justice of the gods. The mercy of the gods, when in evidence at all, is not the mercy of mortals, and meting it out makes for a lonely life. Yet most agree on the urgent need for justice in the world, with all of its dark places and rulers who give it little thought. Someone must make the sacrifice.

    Justice Domain Spells
    Cleric Level Spells
    1 Longstrider, Thorn Whip
    3 Blade of Wrath, See Invisibility
    5 Call Lightning, Fear
    7 Inspiring Speech, Faithful Hound
    9 Mage Hand, Holy Ground

    Bonus Proficiency

    When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

    Channel Divinity: No Hiding Place

    Starting at 2nd level, you can use your Channel Divinity to determine the general direction of a creature that is guilty of an injustice or that is wanted for commission of a serious crime. At 7th level, you can determine the distance in miles to the creature as well as the direction.

    Hand of Justice

    At 6th level, you become immune to the frightened condition.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Holy Denunciation

    At 17th level, you can use your Channel Divinity to persuade others that you hold divine authority to mete out justice. You must present your holy symbol and invoke the name of your deity. So long as your deity is one that is worshipped openly in the land where you are asserting this authority, you have advantage on Wisdom and Charisma checks involving justice, judgment, and the law, up to and including execution for crimes.

    Knowledge Domain

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

    In Amonkhet, knowledge is the second virtue of society. Kefnet’s task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.

    Knowledge Domain Spells
    Cleric Level Spells
    1st Command, Identify
    3rd Augury, Suggestion
    5th Nondetection, Speak with Dead
    7th Arcane Eye, Confusion
    9th Legend Lore, Scrying

    Blessings of Knowledge

    At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

    Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

    Channel Divinity: Knowledge of the Ages

    Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

    Channel Divinity: Read Thoughts

    At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

    As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

    If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

    During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

    Potent Spellcasting

    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    Visions of the Past

    Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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


    • Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

    • Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.*

    Life Domain

    The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrci).

    Life Domain Spells
    Cleric Level Spells
    1st Bless, Cure Wounds
    3rd Lesser Restoration, Spiritual Weapon
    5th Beacon of Hope, Revivify
    7th Death Ward, Guardian of Faith
    9th Mass Cure Wounds, Raise Dead

    Bonus Proficiency

    When you choose this domain at 1st level, you gain proficiency with heavy armor.

    Disciple of Life

    Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

    Channel Divinity: Preserve Life

    Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

    As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

    Blessed Healer

    Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Supreme Healing

    Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

    Light Domain

    Gods of light – including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty – promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

    Light Domain Spells
    Cleric Level Spells
    1st Burning Hands, Faerie Fire
    3rd Flaming Sphere, Scorching Ray
    5th Daylight, Fireball
    7th Guardian of Faith, Wall of Fire
    9th Flame Strike, Scrying

    Bonus Cantrip

    When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

    Warding Flare

    Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Channel Divinity: Radiance of the Dawn

    Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

    As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

    Improved Flare

    Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

    Potent Spellcasting

    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    Corona of Light

    Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

    Love Domain

    Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and enkindle flares of infatuation to spur their allies and confound their foes.

    Love Domain Spells
    Cleric Level Spells
    1st Charm person, Heroism
    3rd Enthrall, Warding Bond
    5th Beacon of Hope, Hypnotic pattern
    7th Aura of Purity, Confusion
    9th Greater Restoration, Hold Monster

    Emboldening Bond

    Starting at 1st level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.

    You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.

    Channel Divinity: Impulsive Infatuation

    Starting at 2nd level, you can use your Channel Divinity to overwhelm a creature with a flash of short-lived but intense admiration for you, driving them to rash action in your defense.

    As an action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature is unaffected. On a failure, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a weapon attack against a target you designate. If there are no valid targets, it uses its reaction to admire you.

    Protective Bond

    Beginning at 6th level, the bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.

    Potent Spellcasting

    At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    Enduring Unity

    At 17th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.

    Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:

    • The creature has advantage on attack rolls, ability checks, and saving throws

    • The creature gains resistance to all damage

    • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.

    Lust Domain

    The Lust domain concerns itself with desire, sex, and awakening passion in others. Clerics of lust often seek to seduce others with their wiles, either for their own pleasure, to lure them into a cult, or to otherwise manipulate them into doing the cleric’s bidding.

    Lust Domain Spells
    Cleric Level Spells
    1st Charm person, Command
    3rd Alter self, Suggestion
    5th Hypnotic Pattern, Throes of Ecstasy*
    7th Compulsion, Lovesick*
    9th Dominate Person, Kiss of the Succubus*

    Spells with an * asterisk are from Deep Magic, by Kobold Press.

    Gifts of Lust

    A cleric who adopts the Lust domain learns the friends cantrip. They also gain proficiency in one of the following skills: Deception, Performance, or Persuasion.

    Channel Divinity: Lustful Distraction

    A cleric of the Lust domain of 2nd level or higher can use Channel Divinity to instill fascination and lust in others. As an action, the cleric speaks seductively and gazes lasciviously at creatures of his or her choice within 30 feet who can see and hear the cleric. Each target must make a Wisdom saving throw vs. the clerics Spell save DC. On a failed save, a target is compelled to devote its attention to the cleric for 1 minute. While the cleric commands their attention, the targets have disadvantage on Wisdom (Perception) checks to perceive any creature other than the cleric, and the cleric has advantage on Charisma (Deception) or (Persuasion) checks to further influence their behavior.

    Lingering Seduction

    A cleric of the Lust domain of 6th level of higher can keep the targets of a Lustful Distraction spellbound for up to 10 minutes as long as the cleric continues to speak to them.

    Divine Strike

    A cleric of the Lust domain of 8th level or higher has the ability to infuse his or her weapon strikes with divine energy. Once on each of the cleric’s turns, when hitting a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 psychic damage to the target.

    For a cleric of 14th level or higher, the extra psychic damage is 2d8.

    Master of Seduction

    A cleric of the Lust domain of 17th level or higher can command creatures he or she has seduced. While creatures are enraptured by Lustful Distraction, the cleric can take a bonus action on his or her turn to verbally command what each of those creatures will do on its next turn.

    Nature Domain

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

    Nature Domain Spells
    Cleric Level Spells
    1st Animal Friendship, Speak with Animals
    3rd Barkskin, Spike Growth
    5th Plant Growth, Wind Wall
    7th Dominate Beast, Grasping Vine
    9th Insect Plague, Tree Stride

    Acolyte of Nature

    At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

    Bonus Proficiency

    Also at 1st level, you gain proficiency with heavy armor.

    Channel Divinity: Charm Animals and Plants

    Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

    As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

    Dampen Elements

    Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

    Master of Nature

    At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

    Order Domain

    The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.

    Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

    Order Domain Spells
    Cleric Level Spells
    1st Command, Heroism
    3rd Hold Person, Zone of Truth
    5th Mass Healing Word, Slow
    7th Compulsion, Locate Creature
    9th Commune, Dominate Person

    Bonus Proficiencies

    When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

    Voice of Authority

    Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

    If the spell targets more than one ally, you choose the ally who can make the attack.

    Channel Divinity: Order's Demand

    Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

    As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

    Embodiment of the Law

    At 6th level, you become remarkably adept at channeling magical energy to compel others.

    If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Order's Wrath

    Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

    Peace Domain

    The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.

    Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

    Peace Domain Spells
    Cleric Level Spells
    1st Heroism, Sanctuary
    3rd Aid, Warding Bond
    5th Beacon of Hope, Sending
    7th Aura of Purity, Otiluke's Resilient Sphere
    9th Greater Restoration, Rary's Telepathic Bond

    Implement of Peace

    When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

    Emboldening Bond

    Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

    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.

    Channel Divinity: Balm of Peace

    Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

    Protective Bond

    Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

    Potent Spellcasting

    At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    Expansive Bond

    At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

    Tempest Domain

    Gods whose portfolios include the Tempest domain – including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor – govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

    Tempest Domain Spells
    Cleric Level Spells
    1st Fog Cloud, Thunderwave
    3rd Gust of Wind, Shatter
    5th Call Lightning, Sleet Storm
    7th Control Water, Ice Storm
    9th Destructive Wave, Insect Plague

    Bonus Proficiencies

    At 1st level, you gain proficiency with martial weapons and heavy armor.

    Wrath of the Storm

    Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Channel Divinity: Destructive Wrath

    Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

    When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

    Thunderous Strike

    At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Stormborn

    At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

    Trickery Domain

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

    Trickery Domain Spells
    Cleric Level Spells
    1st Charm Person, Disguise Self
    3rd Mirror Image, Pass without Trace
    5th Blink, Dispel Magic
    7th Dimension Door, Polymorph
    9th Dominate Person, Modify Memory

    Blessing of the Trickster

    Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

    ####Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

    As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

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

    Channel Divinity: Cloak of Shadows

    Starting at 6th level, you can use your Channel Divinity to vanish.

    As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Improved Duplicity

    At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

    Twilight Domain

    The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

    Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

    Twilight Domain Spells
    Cleric Level Spells
    1st Faerie Fire, Sleep
    3rd Moonbeam, See Invisibility
    5th Aura of Vitality, Leomund's Tiny Hut
    7th Aura of Life, Greater Invisibility
    9th Circle of Power, Mislead

    Bonus Proficiencies

    At 1st level, you gain proficiency with martial weapons and heavy armor.

    Eyes of Night

    Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

    As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

    Vigilant Blessing

    At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

    Channel Divinity: Twilight Sanctuary

    At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

    As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

    • You grant it temporary hit points equal to 1d6 plus your cleric level.
    • You end one effect on it causing it to be charmed or frightened.

    Steps of Night

    Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

    Twilight Shroud

    At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

    War Domain

    War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

    War Domain Spells
    Cleric Level Spells
    1st Divine Favor, Shield of Faith
    3rd Magic Weapon, Spiritual Weapon
    5th Crusader's Mantle, Spirit Guardians
    7th Freedom of Movement, Stoneskin
    9th Flame Strike, Hold Monster

    Bonus Proficiency

    At 1st level, you gain proficiency with martial weapons and heavy armor.

    War Priest

    From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Channel Divinity: Guided Strike

    Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

    Channel Divinity: War God's Blessing

    At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

    Avatar of Battle

    At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

    The Druid

    Druid

    Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

    Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.

    Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

    Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.

    Power of Nature

    Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

    Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

    Preserve the Balance

    For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

    Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.

    Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.

    Creating a Druid

    When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny.

    Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

    Quick Build

    You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.

    The Druid

                                                                                                                                                                                                ---Spell Slots per Spell Level---

    Level Proficiency
    Bonus
    Features Cantrips
    Known
    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Druidic, Spellcasting 3 2
    2nd +2 Wild Shape, Druid Circle, Wild Companion 3 3
    3rd +2 - 3 4 2
    4th +2 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility 4 4 3
    5th +3 - 4 4 3 2
    6th +3 Druid Circle feature 4 4 3 3
    7th +3 - 4 4 3 3 1
    8th +3 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility 4 4 3 3 2
    9th +4 - 4 4 3 3 3 1
    10th +4 Druid Circle feature 5 4 3 3 3 2
    11th +4 - 5 4 3 3 3 2 1
    12th +4 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 2 1
    13th +5 - 5 4 3 3 3 2 1 1
    14th +5 Druid Circle feature 5 4 3 3 3 2 1 1
    15th +5 - 5 4 3 3 3 2 1 1 1
    16th +5 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 2 1 1 1
    17th +6 - 5 4 3 3 3 2 1 1 1 1
    18th +6 Timeless Body, Beast Spells 5 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 3 2 1 1 1
    20th +6 Archdruid 5 4 3 3 3 3 2 2 1 1

    Class Features

    As a druid, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
    • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
    • Tools: Herbalism kit
    • Saving Throws: Intelligence, Wisdom
    • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

    Equipment

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

    • (a) a wooden shield or (b) any simple weapon
    • (a) a scimitar or (b) any simple melee weapon
    • Leather armor, an explorer's pack, and a druidic focus

    Druidic

    You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

    Spellcasting

    Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

    Cantrips

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

    Preparing and Casting Spells

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

    You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus
    + your Wisdom modifier

    Spell attack modifier = your proficiency bonus
    + your Wisdom modifier

    Ritual Casting

    You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus

    You can use a druidic focus as a spellcasting focus for your druid spells.

    Wild Shape

    Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

    Beast Shapes
    Level Max. CR Limitations Example
    2nd 1/4 No flying or swimming speed Wolf
    4th 1/2 No flying speed Crocodile
    8th 1 --- Giant eagle

    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Druid Circle

    At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    Wild Companion

    At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

    Ability Score Improvement

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

    Cantrip Versatility

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

    Timeless Body

    Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

    Beast Spells

    Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

    Archdruid

    At 20th level, you can use your Wild Shape an unlimited number of times.

    Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

    Druid Circles

    Circle of Dreams

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

    Balm of the Summer Court

    At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

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

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

    Hearth of Moonlight and Shadow

    At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

    While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

    The sphere vanishes at the end of the rest or when you leave the sphere.

    Hidden Paths

    Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    Walker in Dreams

    At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

    When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

    This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

    Circle of the Land

    The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

    Bonus Cantrip

    When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

    Natural Recovery

    Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

    For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

    Circle Spells

    Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.

    Once you gain access to a circle spell, 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.

    Arctic
    Druid Level Circle Spells
    3rd Hold Person, Spike Growth
    5th Sleet Storm, Slow
    7th Freedom of Movement, Ice Storm
    9th Commune with Nature, Cone of Cold
    Coast
    Druid Level Circle Spells
    3rd Mirror Image, Misty Step
    5th Water Breathing, Water Walk
    7th Control Water, Freedom of Movement
    9th Conjure Elemental, Scrying
    Desert
    Druid Level Circle Spells
    3rd Blur, Silence
    5th Create Food and Water, Protection from Energy
    7th Blight, Hallucinatory Terrain
    9th Insect Plague, Wall of Stone
    Forest
    Druid Level Circle Spells
    3rd Barkskin, Spider Climb
    5th Call Lightning, Plant Growth
    7th Divination, Freedom of Movement
    9th Commune with Nature, Tree Stride
    Grassland
    Druid Level Circle Spells
    3rd Invisibility, Pass Without Trace
    5th Daylight, Haste
    7th Divination, Freedom of Movement
    9th Dream, Insect Plague
    Mountain
    Druid Level Circle Spells
    3rd Spider Climb, Spike Growth
    5th Lightning Bolt, Meld into Stone
    7th Stone Shape, Stoneskin
    9th Passwall, Wall of Stone
    Swamp
    Druid Level Circle Spells
    3rd Darkness, Melf's Acid Arrow
    5th Water Walk, Stinking Cloud
    7th Freedom of Movement, Locate Creature
    9th Insect Plague, Scrying
    Underdark
    Druid Level Circle Spells
    3rd Spider Climb, Web
    5th Gaseous Form, Stinking Cloud
    7th Greater Invisibility, Stone Shape
    9th Cloudkill, Insect Plague

    Land's Stride

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

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

    Nature's Ward

    When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

    Nature's Sanctuary

    When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

    The creature is aware of this effect before it makes its attack against you.

    Circle of the Moon

    Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

    Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

    Combat Wild Shape

    When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms

    The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    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.

    Primal Strike

    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Elemental Wild Shape

    At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

    Thousand Forms

    By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.

    Circle of the Shepherd

    Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey.

    Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

    Speech of the Woods

    At 2nd level, you gain the ability to converse with beasts and many fey.

    You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

    Spirit Totem

    Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.

    As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

    The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

    The effect of the spirit’s aura depends on the type of spirit you summon from the options below.


    • Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
    • Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
    • Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

    Mighty Summoner

    At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:

    The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

    Guardian Spirit

    Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

    Faithful Summons

    Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

    Once you use this feature, you can’t use it again until you finish a long rest.

    Circle of Spores

    Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

    Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

    Circle Spells

    Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.

    At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores 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 Spores Spells
    Druid Level Circle Spells
    2nd Chill Touch
    3rd Blindness/Deafness, Gentle Repose
    5th Animate Dead, Gaseous Form
    7th Blight, Confusion
    9th Cloudkill, Contagion

    Halo of Spores

    Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

    Symbiotic Entity

    Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

    When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

    Fungal Infestation

    At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

    In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    Spreading Spores

    At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

    Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

    While the cube of spores persists, you can't use your Halo of Spores reaction.

    Fungal Body

    At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

    Circle of Stars

    The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

    Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

    Star Map

    At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

    While holding this map, you have these benefits:

    • You know the Guidance cantrip.
    • You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
    • You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

    Star Map
    d6 Map Form
    1 A scroll covered with depictions of constellations
    2 A stone tablet with fine holes drilled through it
    3 A speckled owlbear hide, tooled with raised marks
    4 A collection of maps bound in an ebony cover
    5 A crystal that projects starry patterns when placed before a light
    6 Glass disks that depict constellations

    Starry Form

    At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

    While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

    Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:


    • Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

    • Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.


    • Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

    Cosmic Omen

    When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:


    • Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
    • Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

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

    Twinkling Constellations

    At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

    Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

    Full of Stars

    At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

    Circle of Wildfire

    Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

    Circle Spells

    When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

    Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.

    Circle of Wildfire Spells
    Druid Level Circle Spells
    2nd Burning Hands, Cure Wounds
    3rd Flaming Sphere, Scorching Ray
    5th Plant Growth, Revivify
    7th Aura of Life, Fire Shield
    9th Flame Strike, Mass Cure Wounds

    Summon Wildfire Spirit

    At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

    The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

    The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

    In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

    The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.


    Wildfire Spirit

    Small elemental


    • Armor Class: 13 (natural armor)
    • Hit Points 5 + five times your druid level
    • Speed 30 ft., fly 30 ft. (hover)

    STR DEX CON INT WIS CHA
    10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)

    • Damage Immunities: fire
    • Condition Immunities: charmed, frightened, grappled, prone, restrained
    • Senses darkvision 60 ft., passive Perception 12
    • Languages understands the languages you speak
    • Challenge
    • Proficiency Bonus (PB): equals your bonus

    Actions

    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

    Enhanced Bond

    At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

    In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

    Cauterizing Flames

    At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

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

    Blazing Revival

    At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

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

    The Fighter

    Fighter

    A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

    A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.

    A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.

    All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

    Well-Rounded Specialists

    Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

    Trained for Danger

    Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

    Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

    Creating a Fighter

    As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

    You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.

    The Fighter
    Level Proficiency
    Bonus
    Features
    1st +2 Fighting Style, Second Wind
    2nd +2 Action Surge (x1)
    3rd +2 Martial Archetype
    4th +2 Ability Score Improvement, Martial Versatility
    5th +3 Extra Attack (x1)
    6th +3 Ability Score Improvement, Martial Versatility
    7th +3 Martial Archetype feature
    8th +3 Ability Score Improvement, Martial Versatility
    9th +4 Indomitable (x1)
    10th +4 Martial Archetype feature
    11th +4 Extra Attack (x2)
    12th +4 Ability Score Improvement, Martial Versatility
    13th +5 Indomitable (x2)
    14th +5 Ability Score Improvement, Martial Versatility
    15th +5 Martial Archetype feature
    16th +5 Ability Score Improvement, Martial Versatility
    17th +6 Action Surge (x2), Indomitable (x3)
    18th +6 Martial Archetype feature
    19th +6 Ability Score Improvement, Martial Versatility
    20th +6 Extra Attack (x3)

    Quick Build

    You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.

    Class Features

    As a fighter, you gain the following class features.

    ####Hit Points


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

    Proficiencies


    • Armor: All armor, shields
    • Weapons: Simple weapons, martial weapons
    • Tools: None
    • Saving Throws: Strength, Constitution
    • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

    Equipment

    • (a) chain mail or (b) leather, longbow, and 20 arrows
    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) a light crossbow and 20 bolts or (b) two handaxes
    • (a) a dungeoneer's pack or (b) an explorer's pack

    Fighting Style

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

    Archery.

    You gain a +2 bonus to attack rolls you make with ranged weapons.

    Blind Fighting.

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

    Defense.

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

    Dueling.

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

    Great Weapon Fighting.

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

    Interception.

    When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

    Protection.

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

    Superior Technique.

    You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

    Thrown Weapon Fighting.

    You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

    Two-Weapon Fighting.

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

    Unarmed Fighting.

    Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

    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 against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

    Mariner.

    As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

    Tunnel Fighter.

    As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

    Second Wind

    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

    Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Martial Archetype

    At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

    Ability Score Improvement

    When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Martial Versatility

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

    Replace a fighting style you know with another fighting style available to fighters. If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

    Extra Attack

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

    The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

    Indomitable

    Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

    You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

    Martial Archetypes

    Arcane Archer

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

    Arcane Archer Lore

    At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

    Arcane Shot

    At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

    Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

    You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

    Magic Arrow

    At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

    Curving Shot

    At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

    Ever-Ready Shot

    Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

    Arcane Shot Options

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Battle Master

    Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

    Combat Superiority

    When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

    Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

    Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

    Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

    Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

    Student of War

    At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

    Know Your Enemy

    Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

    • Strength score
    • Dexterity score
    • Constitution score
    • Armor Class
    • Current hit points
    • Total class levels, if any
    • Fighter class levels, if any

    Improved Combat Superiority

    At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

    Relentless

    Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

    Cavalier

    The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

    Bonus Proficiency

    When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

    Born to the Saddle

    Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

    Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

    Unwavering Mark

    Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

    While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

    In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

    Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

    Warding Maneuver

    At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

    You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

    Hold the Line

    At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

    Ferocious Charger

    Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

    Vigilant Defender

    Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

    Champion

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

    Improved Critical

    Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

    Remarkable Athlete

    Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

    In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

    Additional Fighting Style

    At 10th level, you can choose a second option from the Fighting Style class feature.

    Superior Critical

    Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

    Survivor

    At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

    Eldritch Knight

    The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

    Spellcasting

    When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

    Cantrips

    You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

    Spell Slots

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

    For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

    Spells Known of 1st Level and Higher

    You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

    The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

    The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

    Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

    Spellcasting Ability

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

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    Eldritch Knight Spellcasting

                                                                       ---Spell Slots per Spell Level---

    Rogue
    Level
    Cantrips
    Known
    Spells
    Known
    1st 2nd 3rd 4th
    3rd 2 3 2 -- -- --
    4th 2 4 3 -- -- --
    5th 2 4 3 -- -- --
    6th 2 4 3 -- -- --
    7th 2 5 4 2 -- --
    8th 2 6 4 2 -- --
    9th 2 6 4 2 -- --
    10th 3 7 4 3 -- --
    11th 3 8 4 3 -- --
    12th 3 8 4 3 -- --
    13th 3 9 4 3 2 --
    14th 3 10 4 3 2 --
    15th 3 10 4 3 2 --
    16th 3 11 4 3 3 --
    17th 3 11 4 3 3 --
    18th 3 11 4 3 3 --
    19th 3 12 4 3 3 1
    20th 3 13 4 3 3 1

    Weapon Bond

    At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

    Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

    You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

    War Magic

    Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

    Eldritch Strike

    At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

    Arcane Charge

    At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

    Improved War Magic

    Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

    Knight of the Banner

    A Knight of the Banner is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone Knight of the Banner is a skilled warrior, but a Knight of the Banner leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

    A Knight of the Banner prefers to lead through deeds, not words. As a Knight of the Banner spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.

    Knight of the Banner serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights.

    Rallying Cry

    When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

    When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

    Royal Envoy

    Knights of high standing are expected to conduct themselves with grace.

    At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

    Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

    Inspiring Surge

    Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

    Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

    Bulwark

    Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet 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.

    Psi Warrior

    Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

    As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

    Psionic Power

    At 3rd level, you harbor a wellspring of psionic energy within yourself. 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.

    Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

    Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

    Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

    Telekinetic Adept

    By the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.


    • Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
    • Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

    Guarded Mind

    Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

    Bulwark of Force

    At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

    Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

    Telekinetic Master

    By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

    Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

    Rune Knight

    Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

    Bonus Proficiencies

    When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

    Rune Carver

    Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

    Runes Known
    Fighter Level Number of Runes
    3rd 2
    7th 3
    10th 4
    15th 5

    Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

    The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.


    • Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
    • Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
    • Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
    • Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
    • Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
    • Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

    Giant Might

    At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

    • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
    • You have advantage on Strength checks and Strength saving throws.
    • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

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

    Runic Shield

    At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

    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.

    Great Stature

    By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

    Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

    Master of Runes

    At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

    Runic Juggernaut

    At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

    Samurai

    The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.

    Bonus Proficiency

    When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

    Fighting Spirit

    Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

    You can use this feature three times. You regain all expended uses of it when you finish a long rest.

    Elegant Courtier

    Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom 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 saving throws (your choice).

    Tireless Spirit

    Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

    Rapid Strike

    Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

    Strength Before Death

    Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

    Once you use this feature, you can’t use it again until you finish a long rest.

    The Monk

    Monk

    Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

    Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

    Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

    Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

    The Magic of Ki

    Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.

    Training and Asceticism

    Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.

    Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.

    The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.

    For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

    Creating a Monk

    As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?

    The Monk
    Level Proficiency
    Bonus
    Martial
    Arts
    Ki
    Points
    Unarmored
    Movement
    Features
    1st +2 1d4 - - Unarmored Defense, Martial Arts
    2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement, Dedicated Weapon
    3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles, Ki-Fueled Attack
    4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall, Quickened Healing
    5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike, Focused Aim
    6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
    7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
    8th +3 1d6 8 +15 ft. Ability Score Improvement
    9th +4 1d6 9 +15 ft. Unarmored Movement improvement
    10th +4 1d6 10 +20 ft. Purity of Body
    11th +4 1d8 11 +20 ft Monastic Tradition feature
    12th +4 1d8 12 +20 ft Ability Score Improvement
    13th +5 1d8 13 +20 ft Tongue of the Sun and Moon
    14th +5 1d8 14 +25 ft Diamond Soul
    15th +5 1d8 15 +25 ft Timeless Body
    16th +5 1d8 16 +25 ft Ability Score Improvement
    17th +6 1d10 17 +25 ft Monastic Tradition feature
    18th +6 1d10 18 +30 ft Empty Body
    19th +6 1d10 19 +30 ft Ability Score Improvement
    20th +6 1d10 20 +30 ft Perfect Self

    Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?

    As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.

    Quick Build

    You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.

    Class Features

    As a monk, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: None
    • Weapons: Simple weapons, shortswords
    • Tools: Choose one type of artisan's tools or one musical instrument
    • Saving Throws: Strength, Dexterity
    • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

    Equipment

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

    • (a) a shortsword or (b) any simple weapon
    • (a) a dungeoneer's pack or (b) an explorer's pack
    • 10 darts

    Unarmored Defense

    Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

    Martial Arts

    At 1st level, 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.
    • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

    Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

    Ki

    Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

    You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

    When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

    Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

    Ki save DC = 8 + your proficiency bonus
    + your Wisdom modifier

    Flurry of Blows.

    Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

    Patient Defense.

    You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

    Step of the Wind.

    You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

    Unarmored Movement

    Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

    At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

    Dedicated Weapon

    Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

    The chosen weapon must meet these criteria:


    • The weapon must be a simple or martial weapon.
    • You must be proficient with it.
    • It must lack the heavy and special properties.

    Monastic Tradition

    When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

    Deflect Missiles

    Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

    Ki-Fueled Attack

    Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

    Ability Score Improvement

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

    Slow Fall

    Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

    Quickened Healing

    Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

    Extra Attack

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

    Stunning Strike

    Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

    Focused Aim

    Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

    Ki-Empowered Strikes

    Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Evasion

    At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Stillness of Mind

    Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

    Purity of Body

    At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

    Tongue of the Sun and Moon

    Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

    Diamond Soul

    Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

    Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

    Timeless Body

    At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

    Empty Body

    Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

    Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

    Perfect Self

    At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

    Monastic Traditions

    Way of the Astral Self

    A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.

    Arms of the Astral Self

    At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

    For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

    While the spectral arms are present, you gain the following benefits:

    • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
    • You can use the spectral arms to make unarmed strikes.
    • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.

    The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

    Visage of the Astral Self

    When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

    The spectral visage covers your face like a helmet or mask. You determine its appearance.

    While the spectral visage is present, you gain the following benefits.


    • Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

    • Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

    • Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

    Body of the Astral Self

    Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

    While the spectral body is present, you gain the following benefits.


    • Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

    • Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

    Awakened Astral Self

    Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

    While your astral self is awakened, you gain the following benefits.


    • Armor of the Spirit. You gain a +2 bonus to Armor Class.

    • Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

    Way of the Ascendant Dragon

    The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

    As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.

    Ascendant Dragon Origin
          d6       Origin
    1 You honed your abilities by observing a dragon and aligning your ki with their world altering power.
    2 A dragon personally took an active role in shaping your inner energy.
    3 You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction.
    4 You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic.
    5 You found a scroll written in Draconic that contained inspiring new techniques.
    6 After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons.

    Draconic Disciple

    At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

    • Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
    • Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
    • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

    Breath of the Dragon

    At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

    At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

    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. While you have no uses available, you can spend 2 ki points to use this feature again.

    Wings Unfurled

    At 6th level when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

    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.

    Aspect of the Wyrm

    At 11th level the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

    • Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
    • Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage. Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.

    Ascendant Aspect

    At 17th level, your draconic spirit reaches its peak. You gain the following benefits:

    • Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
    • Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    • Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

    Way of the Drunken Master

    The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

    A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

    Bonus Proficiencies

    When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

    Drunken Technique

    At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

    Tipsy Sway

    Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

    • Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
    • Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

    Drunkard's Luck

    Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

    Intoxicated Frenzy

    At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

    Way of the Four Elements

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

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

    Disciple of the Elements

    You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

    You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

    Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

    Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

    Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

    The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.

    Spells and Ki Points
    Monk Levels Maximum Ki Points for a Spell
    5th-8th 3
    9th-12th 4
    13th-16th 5
    17th-20th 6

    Elemental Disciplines

    The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.


    • Breath of Winter (17th Level Required). You can spend 6 ki points to cast cone of cold.

    • Clench of the North Wind (6th Level Required). You can spend 3 ki points to cast hold person.

    • Elemental Attunement. You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

    • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.

    • Instantaneously light or snuff out a candle, a torch, or a small campfire.

    • Chill or warm up to 1 pound of nonliving material for up to 1 hour.

    • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

    Eternal Mountain Defense (17th Level Required). You can spend 5 ki points to cast stoneskin, targeting yourself.

    Fangs of the Fire Snake. When you use the Attack action on your turn, 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 increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

    Fist of Four Thunders. You can spend 2 ki points to cast thunderwave.

    Flames of the Phoenix (11th Level Required). You can spend 4 ki points to cast fireball.

    Gong of the Summit (6th Level Required). You can spend 3 ki points to cast shatter.

    Mist Stance (11th Level Required). You can spend 4 ki points to cast gaseous form, targeting yourself.

    Ride the Wind (11th Level Required). You can spend 4 ki points to cast fly, targeting yourself.

    River of Hungry Flame (17th Level Required). You can spend 5 ki points to cast wall of fire.

    Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.

    Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.

    Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.

    Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

    Water Whip. You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

    Wave of Rolling Earth (17th Level Required). You can spend 6 ki points to cast wall of stone.

    Way of the Kensei

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

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

    Path of the Kensei

    When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:


    • Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.
    • Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
    • Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
    • Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

    One with the Blade

    At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.


    • Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
    • Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

    Sharpen the Blade

    At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

    Unerring Accuracy

    At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

    Way of the Long Death

    Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

    Touch of Death

    Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

    Hour of Reaping

    At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

    Mastery of Death

    Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

    Touch of the Long Death

    Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

    Way of Mercy

    Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

    Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

    The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

    Implements of Mercy

    When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

    You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

    Merciful Mask
    d6 Mask Appearance
    1 Raven
    2 Blank and white
    3 Crying visage
    4 Laughing visage
    5 Skull
    6 Butterfly

    Hands of Healing

    At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

    When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

    Hands of Harm

    At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

    Physician's Touch

    Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

    When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

    When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

    Flurry of Healing and Harm

    Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.

    In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.

    Hand of Ultimate Mercy

    By 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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

    Way of the Open Hand

    Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

    Open Hand Technique

    Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

    • It must succeed on a Dexterity saving throw or be knocked prone.
    • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
    • It can't take reactions until the end of your next turn.

    Wholeness of Body

    At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

    Tranquility

    Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

    Quivering Palm

    At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk 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, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

    You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

    Way of Shadow

    Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

    Shadow Arts

    Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

    Shadow Step

    At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

    Cloak of Shadows

    By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

    Opportunist

    At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

    Way of the Sun Soul

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

    Radiant Sun Bolt

    Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

    You gain a new attack option that you can use with the Attack action. This special attack is a ranged 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 is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

    When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

    When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

    Searing Arc Strike

    At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.

    You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

    Searing Sunburst

    At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

    Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

    You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

    Sun Shield

    At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

    If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

    The Paladin

    Paladin

    Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

    A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

    Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

    Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

    The Cause of Righteousness

    A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.

    Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

    Beyond the Mundane Life

    Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

    Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

    Creating a Paladin

    The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? The Gods of the Multiverse section lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.

    The Paladin

                                                                                                                                                                                                    ---Spell Slots per Spell Level---

    Level Proficiency
    Bonus
    Features Spells
    Known
    1st 2nd 3rd 4th 5th
    1st +2 Divine Sense, Lay on Hands
    2nd +2 Fighting Style, Spellcasting, Divine Smite 2 2
    3rd +2 Divine Health, Sacred Oath, Harness Divine Power 3 3
    4th +2 Ability Score Improvement, Martial Versatility 3 3
    5th +3 Extra Attack 4 4 2
    6th +3 Aura of Protection 4 4 2
    7th +3 Sacred Oath feature 5 4 3
    8th +3 Ability Score Improvement, Martial Versatility 5 4 3
    9th +4 6 4 3 2
    10th +4 Aura of Courage 6 4 3 2
    11th +4 Improved Divine Smite 7 4 3 3
    12th +4 Ability Score Improvement, Martial Versatility 7 4 3 3
    13th +5 8 4 3 3 1
    14th +5 Cleansing Touch 8 4 3 3 1
    15th +5 Sacred Oath feature 9 4 3 3 2
    16th +5 Ability Score Improvement, Martial Versatility 9 4 3 3 2
    17th +6 10 4 3 3 3 1
    18th +6 Aura improvements 10 4 3 3 3 1
    19th +6 Ability Score Improvement, Martial Versatility 11 4 3 3 3 2
    20th +6 Sacred Oath feature 11 4 3 3 3 2

    How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.

    As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.

    Quick Build

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

    Class Features

    As a paladin, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: All armor, shields
    • Weapons: Simple weapons, martial weapons
    • Tools: None
    • Saving Throws: Wisdom, Charisma
    • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

    Equipment

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

    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) five javelins or (b) any simple melee weapon
    • (a) a priest's pack or (b) an explorer's pack
    • Chain mail and a holy symbol
    BREAKING YOUR OATH

    A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

    A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

    If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.

    Divine Sense

    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such 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 (the vampire Count Strahd von Zarovich, for instance). 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 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay on Hands

    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.

    Fighting Style

    Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

    Blessed Warrior.

    You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

    Blind Fighting.

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

    Defense.

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

    Dueling.

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

    Great Weapon Fighting.

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

    Interception.

    When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

    Protection.

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

    Spellcasting

    By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

    Preparing and Casting Spells

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

    You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

    Spell Save DC = 8 + your proficiency bonus +

    your Charisma modifier

    Spell attack modifier = your proficiency bonus +

    your Charisma modifier

    Spellcasting Focus

    You can use a holy symbol as a spellcasting focus for your paladin spells.

    Divine Smite

    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

    Divine Health

    By 3rd level, the divine magic flowing through you makes you immune to disease.

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

    Oath Spells

    Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

    If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

    Channel Divinity

    Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

    When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

    Harness Divine Power

    Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

    Ability Score Improvement

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

    Martial Versatility

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

    Extra Attack

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

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

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

    Improved Divine Smite

    By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

    Sacred Oaths:

    Oath of the Ancients

    The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.

    Tenets of the Ancients

    The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

    Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

    Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

    Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

    Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

    Oath Spells You gain oath spells at the paladin levels listed.

    Oath of the Ancients Spells
    Paladin Level Spells
    3rd Ensnaring Strike, Speak with Animals
    5th Moonbeam, Misty Step
    9th Plant Growth, Protection from Energy
    13th Ice Storm, Stoneskin
    17th Commune with Nature, Tree Stride

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

    Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

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

    If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

    Aura of Warding

    Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

    Undying Sentinel

    Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

    Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

    Elder Champion

    At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

    Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

    • At the start of each of your turns, you regain 10 hit points.
    • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
    • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Once you use this feature, you can't use it again until you finish a long rest.

    Oath of Conquest

    The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

    Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

    Tenets of Conquest

    A paladin who takes this oath has the tenets of conquest seared on the upper arm.

    Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

    Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

    Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Oath of Conquest Spells
    Paladin Level Spells
    3rd Armor of Agathys, Command
    5th Hold Person, Spiritual Weapon
    9th Bestow Curse, Fear
    13th Dominate Beast, Stoneskin
    17th Cloudkill, Dominate Person

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

    Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

    Aura of Conquest

    Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

    If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

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

    Scornful Rebuke

    Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

    Invincible Conqueror

    At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

    • You have resistance to all damage.
    • When you take the Attack action on your turn, you can make one additional attack as part of that action.
    • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Once you use this feature, you can’t use it again until you finish a long rest.

    Oath of the Crown

    The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels.

    Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

    Tenets of the Crown

    The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

    Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

    Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

    Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

    Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Oath of the Crown Spells
    Paladin Level Spells
    3rd Command, Compelled Duel
    5th Warding Bond, Zone of Truth
    9th Aura of Vitality, Spirit Guardians
    13th Banishment, Guardian of Faith
    17th Circle of Power, Geas

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

    Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

    Divine Allegiance

    Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

    Unyielding Saint

    Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

    Exalted Champion

    At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

    • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
    • Your allies have advantage on death saving throws while within 30 feet of you.
    • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

    Oath of Devotion

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

    Tenets of Devotion

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

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

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

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

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

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

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Oath of Devotion Spells
    Paladin Level Spells
    3rd Protection from Evil and Good, Sanctuary
    5th Lesser Restoration, Zone of Truth
    9th Beacon of Hope, Dispel Magic
    13th Freedom of Movement, Guardian of Faith
    17th Commune, Flame Strike

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

    You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

    Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

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

    Aura of Devotion

    Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

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

    Purity of Spirit

    Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

    Holy Nimbus

    At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

    Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

    In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

    Oath of Glory

    Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

    Tenets Of Glory

    The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

    Actions over Words. Strive to be known by glorious deeds, not words.

    Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

    Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

    Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Oath of Glory Spells
    Paladin Level Spells
    3rd Guiding Bolt, Heroism
    5th Enhance Ability, Magic Weapon
    9th Haste, Protection From Energy
    13th Compulsion, Freedom Of Movement
    17th Commune, Flame Strike

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

    Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

    Aura of Alacrity

    At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

    When you reach 18th level in this class, the range of the aura increases to 10 feet.

    Glorious Defense

    When you reach 15th level, you can turn defense into a sudden strike. 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 grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

    You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

    Living Legend

    At 20th level, you can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

    You are blessed with an otherworldly presence, gaining advantage on all Charisma checks. Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead. If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

    Oath of Scales

    The Oath of Scales is a willing commmitment to a life as that of the mightiest of creatures: dragons. Those that undertake this oath are more commonly known as dragon knights. Typically, dragon knights commit this oath in service to a great draconic deity, such as the platinum dragon Bahamut, or the queen of evil dragons Tiamat. Dragon knights can be feared and respected, much like dragons themselves, for their deeds of power. Their might, when nurtured, can even rival that of the most powerful of dragonkind.

    Credit: Wyvern Slayer - Stefan Koidl

    Tenets of Scales

    To the surprise of scholars and lorekeepers, the Oath of Scales remains the same at its core regardless of a dragon knight's alignment. This in itself is a testament to the shared lineage and culture that predates all dragons.

    Show Might. Display your power, through it you shall achieve your goals. Dragons strike awe and fear in those around them.

    Amass Wealth. Accumulate as much as you can that you hold value in, a hoard of knowledge, material wealth, or powerful artifacts. Dragons are keepers of priceless possessions.

    Live Long. By becoming stronger and amassing wealth, you endure and live past the lives of most beings. Dragons are forever remembered in life and beyond as tales of legend.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Oath of Scales Spells
    Paladin Level Spells
    3rd Draconic Smite*, Thundering Smite
    5th Locate Object, See Invisibility
    9th Draconic Majesty*, Fly
    13th Leomund's Secret Chest, Wall of Fire
    17th Legend lore, Cone of Cold

    Spells with an * asterisk are from Deep Magic, by Kobold Press.

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Draconic Fear. You can use your Channel Divinity to exude the Fear of Dragons. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom Saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of it's turns, ending the effect on itself on a success.

    Draconic Breath. You can use your Channel Divinity When you take the attack action on your turn, you can use your Channel Divinity to replace one of your attacks with an exhalation of magical energy in a 15-foot cone or 30-foot Line 5 feet wide. Each creature in the area or line must make a Dexterity saving throw (DC=8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of a type of your choosing from the following: Acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    You also gain better control of your normal Breath Weapon ability if you have one. Allowing you to choose between a cone 15-foot wide or a line 5-foot wide by 30-foot long

    Aura of Scales

    Beginning at 7th level, you exude an aura of strength to those around you. You and any friendly creatures within 10 feet of you, has resistance to one damage type of your choosing from the following: Acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can change this type as a bonus action and it remains until you change it again. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

    Dragon's Might

    Starting at 15th level, your attunment to the power of dragons further strengthens your ability to channel their might. Whenever you use your Draconic Breath, its range changes from 15 feet to 30 feet and the line range increases from 30-feet to 60-feet. This also increases for any normal Breath Weapon ability you may have. Alternatively, when activating your Draconic Fear, all affected creatures now make their saves with disadvantage.

    Dragonheart

    Your devotion to the Tenets of Scales have earned you the right to adopt the form of dragons. At 20th level, as an action, and as per the description of the shapechange spell, you transform into a variant of an Adult Dragon chosen by you. You ignore the spellcasting components of the spell and cast it without a spell slot, but otherwise follow the spell's limitations as if cast by you. If you decide to change your form while transformed, you can only choose a different variant of an Adult Dragon. After using this feature once, you can't use it again until you finish a long rest. Consult the Monster Manual for detailed descriptions and stat blocks for each Adult Dragon type.

    Oath of Redemption

    The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

    While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

    Tenets of Redemption

    The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

    Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

    Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

    Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.

    Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Oath of Redemption Spells
    Paladin Level Spells
    3rd Sanctuary, Sleep
    5th Calm Emotions, Hold Person
    9th Counterspell, Hypnotic Pattern
    13th Otiluke's Resilient Sphere, Stoneskin
    17th Hold Monster, Wall of Force

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

    Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the 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.

    Aura of the Guardian

    Starting at 7th level, you can shield your allies from harm at the cost of your own health. 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 accompany the damage, and this damage can't be reduced in any way.

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

    Protective Spirit

    Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

    Emissary of Redemption

    At 20th level, you become an avatar of peace, which gives you the following benefits.

    • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
    • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.
    • If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

    Oath of Vengeance

    The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.

    Tenets of Vengeance

    The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

    Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

    No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

    By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

    Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Oath of Vengeance Spells
    Paladin Level Spells
    3rd Bane, Hunter's Mark
    5th Hold Person, Misty Step
    9th Haste, Protection from Energy
    13th Banishment, Dimension Door
    17th Hold Monster, Scrying

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

    On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

    On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

    Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

    Relentless Avenger

    By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

    Soul of Vengeance

    Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

    Avenging Angel

    At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

    Wings sprout from your back and grant you a flying speed of 60 feet. You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest.

    Oath of the Watchers

    The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

    Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

    Tenets of the Watchers

    A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.

    Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

    Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

    Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Oath of the Watchers Spells
    Paladin Level Spells
    3rd Alarm, Detect Magic
    5th Moonbeam, See Invisibility
    9th Counterspell, Nondetection
    13th Aura of Purity, Banishment
    17th Hold Monster, Scrying

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

    Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

    Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

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

    Aura of the Sentinel

    At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

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

    Vigilant Rebuke

    At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

    Mortal Bulwark

    At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

    • You gain truesight with a range of 120 feet.
    • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
    • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

    Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

    The Ranger

    Ranger

    Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

    After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

    Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

    Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

    Deadly Hunters

    Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

    Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

    Independent Adventurers

    Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.

    This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

    Creating a Ranger

    As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

    What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

    The Ranger

                                                                                                                                                                                                    ---Spell Slots per Spell Level---

    Level Proficiency
    Bonus
    Features Spells
    Known
    1st 2nd 3rd 4th 5th
    1st +2 Favored Enemy, Natural Explorer,
    Deft Explorer, Favored Foe
    2nd +2 Fighting Style, Spellcasting,
    Spellcasting Focus
    2 2
    3rd +2 Primeval Awareness, Ranger Archetype,
    Primal Awareness
    3 3
    4th +2 Ability Score Improvement, Martial Versatility 3 3
    5th +3 Extra Attack 4 4 2
    6th +3 Favored Enemy, Natural Explorer,
    and Deft Explorer Improvement
    4 4 2
    7th +3 Ranger Archetype feature 5 4 3
    8th +3 Ability Score Improvement, Land's Stride,
    Martial Versatility
    5 4 3
    9th +4 6 4 3 2
    10th +4 Natural Explorer and Deft Explorer Improvement,
    Hide in Plain Sight, Nature's Veil
    6 4 3 2
    11th +4 Ranger Archetype feature 7 4 3 3
    12th +4 Ability Score Improvement, Martial Versatility 7 4 3 3
    13th +5 8 4 3 3 1
    14th +5 Favored Enemy Improvement, Vanish 8 4 3 3 1
    15th +5 Ranger Archetype feature 9 4 3 3 2
    16th +5 Ability Score Improvement, Martial Versatility 9 4 3 3 2
    17th +6 10 4 3 3 3 1
    18th +6 Feral Senses 10 4 3 3 3 1
    19th +6 Ability Score Improvement, Martial Versatility 11 4 3 3 3 2
    20th +6 Foe Slayer 11 4 3 3 3 2

    Quick Build

    You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

    Class Features

    As a ranger, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: Light armor, medium armor, shields
    • Weapons: Simple weapons, martial weapons
    • Tools: None
    • Saving Throws: Strength, Dexterity
    • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

    Equipment

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

    • (a) scale mail or (b) leather armor
    • (a) two shortswords or (b) two simple melee weapons
    • (a) a dungeoneer's pack or (b) an explorer's pack
    • A longbow and a quiver of 20 arrows

    Favored Enemy

    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

    Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

    You have advantage on Wisdom (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 language of your choice that is spoken by your favored enemies, if they speak one at all.

    You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

    Favored Foe

    When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

    The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

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

    This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

    Natural Explorer

    Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

    While traveling for an hour or more in your favored terrain, you gain the following benefits:

    • Difficult terrain doesn’t slow your group’s travel.
    • Your group can’t become lost except by magical means.
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • If you are traveling alone, you can move stealthily at a normal pace.
    • When you forage, you find twice as much food as you normally would.
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

    You choose additional favored terrain types at 6th and 10th level.

    Deft Explorer

    You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

    Canny (1st Level)

    Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

    Roving (6th Level)

    Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

    Tireless (10th Level)

    As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

    Fighting Style

    At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

    Archery.

    You gain a +2 bonus to attack rolls you make with ranged weapons.

    Blind Fighting.

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

    Defense.

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

    Druidic Warrior.

    You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

    Dueling.

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

    Thrown Weapon Fighting.

    You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

    Two-Weapon Fighting.

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

    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 against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

    Spellcasting

    By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

    Spell Slots

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

    For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the ranger spell list.

    The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

    Spellcasting Ability

    Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

    Spell Save DC = 8 + your proficiency bonus +

    your Wisdom modifier

    Spell attack modifier = your proficiency bonus +

    your Wisdom modifier

    Spellcasting Focus

    At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

    Primeval Awareness

    Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

    Primal Awareness

    You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

    Primal Awareness Spells
    Ranger Level Spell
    3rd Speak with Animals
    5th Beast Sense
    9th Speak with Plants
    13th Locate Creature
    17th Commune with Nature

    You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

    Ranger Archetypes

    At 3rd level, you choose to emulate the ideals and training of a ranger Archetype. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

    Ability Score Improvement

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

    Martial Versatility

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

    Extra Attack

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

    Land's Stride

    Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

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

    Hide in Plain Sight

    Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

    Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

    Nature's Veil

    Starting at 10th level, you draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

    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.

    Vanish

    Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

    Feral Senses

    At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

    You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

    Foe Slayer

    At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

    Ranger Archetypes

    Beast Master

    The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

    Ranger's Companion

    At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

    The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

    If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

    If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

    Primal Companion (Optional)

    This 3rd-level feature replaces the Ranger's Companion feature.

    You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

    In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

    If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

    Exceptional Training

    Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Bestial Fury

    Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

    Share Spells

    Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

    Fey Wanderer

    A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

    Dreadful Strikes

    At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

    The extra damage increases to 1d6 when you reach 11th level in this class.

    Fey Wanderer Magic

    Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.



    Beast of the Land

    Medium beast, Unaligned


    • Armor Class 13 + PB (natural armor)
    • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
    • Speed 40 ft., climb 40ft.

    STR DEX CON INT WIS CHA
    14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)

    • Senses darkvision 60 ft., passive Perception 12
    • Languages understands the languages you speak
    • Challenge
    • Proficiency Bonus (PB): equals your bonus

    Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

    Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

    Actions

    Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.



    Beast of the Sea

    Medium beast, Unaligned


    • Armor Class 13 + PB (natural armor)
    • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
    • Speed 5 ft., swim 60ft.

    STR DEX CON INT WIS CHA
    14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)

    • Senses darkvision 60 ft., passive Perception 12
    • Languages understands the languages you speak
    • Challenge
    • Proficiency Bonus (PB): equals your bonus

    Amphibious: The beast can breathe both air and water.

    Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

    Actions

    Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.



    Beast of the Sky

    Small beast, Unaligned


    • Armor Class 13 + PB (natural armor)
    • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
    • Speed 10 ft., fly 60ft.

    STR DEX CON INT WIS CHA
    14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)

    • Senses darkvision 60 ft., passive Perception 12
    • Languages understands the languages you speak
    • Challenge
    • Proficiency Bonus (PB): equals your bonus

    Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

    Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

    Actions

    Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

    Fey Wanderer spells
    Ranger Level Spell
    3rd Charm Person
    5th Misty Step
    9th Dispel Magic
    13th Dimension Door
    17th Mislead

    You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

    Feywild Gifts
        d6         Gift
    1     Illusory butterflies flutter around you while you take a short or long rest.
    2     Fresh, seasonal flowers sprout from your hair each dawn.
    3     You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
    4     Your shadow dances while no one is looking directly at it.
    5     Horns or antlers sprout from your head.
    6     Your skin and hair change color to match the season at each dawn.

    Otherworldly Glamour

    Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

    In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

    Beguiling Twist

    Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

    In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

    Fey Reinforcements

    At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

    Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

    Misty Wanderer

    When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

    In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

    Gloom Stalker

    Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

    Gloom Stalker Magic

    Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

    Gloom Stalker Spells
    Ranger Level Spells
    3rd Disguise Self
    5th Rope Trick
    9th Fear
    13th Greater Invisibility
    17th Seeming

    Dread Ambusher

    At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

    At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

    Umbral Sight

    At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

    You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

    Iron Mind

    By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

    Stalker's Flurry

    At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

    Shadowy Dodge

    Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

    Horizon Walker

    Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

    Horizon Walker Magic

    Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

    Horizon Walker Spells
    Ranger Level Spells
    3rd Protection from Evil and Good
    5th Misty Step
    9th Haste
    13th Banishment
    17th Teleportation Circle

    Detect Portal

    At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

    Planar Warrior

    At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

    As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

    Ethereal Step

    At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

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

    Distant Strike

    At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

    If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

    Spectral Defense

    At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

    Hunter

    Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

    Hunter's Prey

    At 3rd level, you gain one of the following features of your choice.


    • Colossus Slayer Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
    • Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
    • Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

    Defensive Tactics

    At 7th level, you gain one of the following features of your choice.


    • Escape the Horde. Opportunity attacks against you are made with disadvantage.
    • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
    • Steel Will. You have advantage on saving throws against being frightened.

    Multiattack

    At 11th level, you gain one of the following features of your choice.


    • Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
    • Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

    Superior Hunter's Defense

    At 15th level, you gain one of the following features of your choice.


    • Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
    • Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
    • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

    Monster Slayer

    You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

    Monster Slayer Magic

    Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

    Monster Slayer Spells
    Ranger Level Spells
    3rd Protection from Evil and Good
    5th Zone of Truth
    9th Magic Circle
    13th Banishment
    17th Hold Monster

    Hunter's Sense

    At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

    Slayer's Prey

    Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

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

    Supernatural Defense

    At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

    Magic-User's Nemesis

    At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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

    Slayer's Counter

    At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

    Swarmkeeper

    Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

    Gathered Swarm

    At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

    Swarm Appearance
        d4         Appearance
    1 Swarming insects
    2 Miniature twig blights
    3 Fluttering birds
    4 Playful pixies

    Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

    • The attack's target takes 1d6 piercing damage from the swarm.
    • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
    • You are moved by the swarm 5 feet horizontally in a direction of your choice.

    Swarmkeeper Magic

    Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

    You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

    Swarmkeeper spells
    Ranger Level Spells
    3rd Faerie Fire, Mage Hand
    5th Web
    9th Gaseous Form
    13th Arcane Eye
    17th Insect Plague

    Writhing Tide

    Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

    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.

    Mighty Swarm

    At 11th level, your Gathered Swarm grows mightier in the following ways:

    • The damage of Gathered Swarm increases to 1d8.
    • If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
    • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

    Swarming Dispersal

    When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

    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.

    Drakewarden

    Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

    Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.

    Drakewarden Origin
        d6         Origin
    1 You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering draconic magic.
    2 A secret order of rangers who collect and guard draconic lore taught you their ways.
    3 A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
    4 You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.
    5 An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
    6 You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

    Draconic Gift

    At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence.

    You gain the following benefits:


    • Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you.
    • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

    Drake Companion

    At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

    The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

    In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

    The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

    Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

    Bond of Fang and Scale

    At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

    In addition, while your drake is summoned, you and the drake gain the following benefits:


    • Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.

    • Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.

    • Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

    Drake’s Breath

    At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

    This damage increases to 10d6 when you reach 15th level in this class.

    Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

    Perfected Bond

    At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:


    • Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

    • Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

    • Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.



    Drake Companion

    Small dragon, Unaligned


    • Armor Class: 14 + PB (natural armor)
    • Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)
    • Speed: 40 ft.

    STR DEX CON INT WIS CHA
    16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1)

    • Saving Throws: Dex +1 plus PB, Wis +2 plus PB
    • Damage Immunities: determined by the drake’s Draconic Essence trait
    • Senses: darkvision 60 ft., passive Perception 12
    • Languages: Draconic
    • Challenge: Proficiency Bonus (PB) equals your bonus

    Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.


    Actions

    Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.


    Reactions

    Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

    The Rogue

    Rogue

    Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

    A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.

    Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

    Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

    Skill and Precision

    Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

    When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

    A Shady Living

    Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.

    As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

    Creating a Rogue

    As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?

    What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.

    The Rogue
    Level Proficiency
    Bonus
    Sneak
    Attack
    Features
    1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
    2nd +2 1d6 Cunning Action
    3rd +2 2d6 Roguish Archetype, Steady Aim
    4th +2 2d6 Ability Score Improvement
    5th +3 3d6 Uncanny Dodge
    6th +3 3d6 Expertise
    7th +3 4d6 Evasion
    8th +3 4d6 Ability Score Improvement
    9th +4 5d6 Roguish Archetype feature
    10th +4 5d6 Ability Score Improvement
    11th +4 6d6 Reliable Talent
    12th +4 6d6 Ability Score Improvement
    13th +5 7d6 Roguish Archetype feature
    14th +5 7d6 Blindsense
    15th +5 8d6 Slippery Mind
    16th +5 8d6 Ability Score Improvement
    17th +6 9d6 Roguish Archetype feature
    18th +6 9d6 Elusive
    19th +6 10d6 Ability Score Improvement
    20th +6 10d6 Stroke of Luck

    Quick Build

    You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.

    Class Features

    As a rogue, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: Light armor
    • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    • Tools: Thieves' tools
    • Saving Throws: Dexterity, Intelligence
    • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

    Equipment

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

    • (a) a rapier or (b) a shortsword
    • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
    • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
    • Leather armor, two daggers, and thieves' tools

    Expertise

    At 1st level, 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.

    At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

    Sneak Attack

    Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 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 weapon.

    You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

    Thieves' Cant

    During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

    In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

    Cunning Action

    Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

    Roguish Archetype

    At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

    Steady Aim

    At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Uncanny Dodge

    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

    Evasion

    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Reliable Talent

    By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

    Blindsense

    Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

    Slippery Mind

    By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

    Elusive

    Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

    Stroke of Luck

    At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the 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 short or long rest.

    Roguish Archetypes

    Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

    Arcane Trickster

    Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

    Spellcasting

    When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

    Cantrips

    You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

    Spell Slots

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

    For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

    Spells Known of 1st Level and Higher

    You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

    The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

    The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

    Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

    Spellcasting Ability

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

    Spell Save DC = 8 + your proficiency bonus +

    your Intelligence modifier

    Spell attack modifier = your proficiency bonus +

    your Intelligence modifier

    Arcane Trickster Spellcasting

                                                                       ---Spell Slots per Spell Level---

    Rogue
    Level
    Cantrips
    Known
    Spells
    Known
    1st 2nd 3rd 4th
    3rd Mage Hand +2 3 2 -- -- --
    4th Mage Hand +2 4 3 -- -- --
    5th Mage Hand +2 4 3 -- -- --
    6th Mage Hand +2 4 3 -- -- --
    7th Mage Hand +2 5 4 2 -- --
    8th Mage Hand +2 6 4 2 -- --
    9th Mage Hand +2 6 4 2 -- --
    10th Mage Hand +2 7 4 3 -- --
    11th Mage Hand +2 8 4 3 -- --
    12th Mage Hand +2 8 4 3 -- --
    13th Mage Hand +2 9 4 3 2 --
    14th Mage Hand +2 10 4 3 2 --
    15th Mage Hand +2 10 4 3 2 --
    16th Mage Hand +2 11 4 3 3 --
    17th Mage Hand +2 11 4 3 3 --
    18th Mage Hand +2 11 4 3 3 --
    19th Mage Hand +2 12 4 3 3 1
    20th Mage Hand +2 13 4 3 3 1

    Mage Hand Legerdemain

    Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    • You can stow one object the hand is holding in a container worn or carried by another creature.
    • You can retrieve an object in a container worn or carried by another creature.
    • You can use thieves' tools to pick locks and disarm traps at range.
    • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.

    Magical Ambush

    Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

    Versatile Trickster

    At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

    Spell Thief

    At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

    Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

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

    Assassin

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

    Bonus Proficiencies

    When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

    Assassinate

    Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

    Infiltration Expertise

    Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

    Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

    Impostor

    At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

    Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

    Death Strike

    Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

    Inquisitive

    As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.

    Ear for Deceit

    When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

    Eye for Detail

    Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

    Insightful Fighting

    At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

    This benefit lasts for 1 minute or until you successfully use this feature against a different target.

    Steady Eye

    At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

    Unerring Eye

    At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    Eye for Weakness

    At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

    Mastermind

    Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

    Master of Intrigue

    When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

    Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

    Master of Tactics

    Starting at 3rd level, 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 you, rather than 5 feet of you, if the target can see or hear you.

    Insightful Manipulator

    Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

    • Intelligence score
    • Wisdom score
    • Charisma score
    • Class levels (if any)

    At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

    Misdirection

    Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by 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 that creature instead of you.

    Soul of Deceit

    Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

    Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

    Phantom

    Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

    Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

    How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?

    Whispers of the Dead

    When you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

    Wails from the Grave

    At 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.

    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.

    Tokens of the Departed

    At 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.

    You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

    You can use soul trinkets in the following ways:

    • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
    • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
    • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

    Ghost Walk

    At 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

    You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

    Death Knell

    At 17th level, your association with death has become so close that you gain the following benefits:

    When you use your Wails from the Grave, you can now deal the necrotic damage to both the first and the second creature. At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.

    Scout

    You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.

    Skirmisher

    Starting at 3rd level, you are difficult to pin down during a fight. 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.

    Survivalist

    When you choose this archetype at 3rd level, 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.

    Superior Mobility

    At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

    Ambush Master

    Starting at 13th level, you excel at leading ambushes and acting first in a fight.

    You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

    Sudden Strike

    Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

    Shadowcaster

    The shadowcaster has tapped into the essence of shadow magic. Similar in nature to the arcane trickster, the shadowcaster blends the powers of the rogue with the arcane, but with a more roguish twist. The shadowcaster does not have access to the full list of spells as their cousins, but their focus on shadow magic pays off in tenfold

    Cantrips

    You learn three cantrips of your choice from the wizard spell list, you must choose from the abjuration, divination, illusion or necromancy schools . You learn another wizard cantrip of your choice from the abjuration, divination, illusion or necromancy schools at 10th level.

    Spells Known of 1st Level and Higher

    You know three 1st-level wizard spells of your choice, you must choose from the abjuration, divination, illusion or necromancy spells on the wizard spell list.

    The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration, divination, illusion or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

    Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, divination, illusion or necromancy spell.

    Shadowcaster Spellcasting

                                                                       ---Spell Slots per Spell Level---

    Rogue
    Level
    Cantrips
    Known
    Spells
    Known
    1st 2nd 3rd 4th
    3rd 3 3 2 -- -- --
    4th 3 4 3 -- -- --
    5th 3 4 3 -- -- --
    6th 3 4 3 -- -- --
    7th 3 5 4 2 -- --
    8th 3 6 4 2 -- --
    9th 3 6 4 2 -- --
    10th 4 7 4 3 -- --
    11th 4 8 4 3 -- --
    12th 4 8 4 3 -- --
    13th 4 9 4 3 2 --
    14th 4 10 4 3 2 --
    15th 4 10 4 3 2 --
    16th 4 11 4 3 3 --
    17th 4 11 4 3 3 --
    18th 4 11 4 3 3 --
    19th 4 12 4 3 3 1
    20th 4 13 4 3 3 1

    Shadow dodge

    Also at 3rd leveL you gain access to the ability to fall into your shadow to avoid dire situations. As a bonus action, you may step into your shadow and teleport to an unoccupied space you can see within 25 feet of you. You may use this ability a number of times equal to your proficiency bonus before completing a long rest.

    Shadow retribution

    Starting at 9th leveL if you are targeted by a damaging spe!L whether it damages you or not, you may use your reaction to cast a cantrip on the caster.

    Silent caster

    Upon 13th leveL you learn the ability to cast the vocal component of your spells by merely mouthing the words, without actually creating a sound You may cast your spells without any verbal components.

    Twilight shroud

    Upon reaching 17th leveL you learn the ability to wrap yourself in shadows and obscure incoming attacks against you. As a reaction to an attack (whether it would hit you or not you may cast the blur spe!L without expending a spell slot. This effect is applied to the triggering attack as well Once you use this feature, you can't use it again until you finish a long rest.

    Soulknife

    Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

    Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.

    As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.

    Psionic Power

    Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. 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.

    Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

    Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

    The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

    Psychic Blades

    Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

    After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

    Soul Blades

    Starting at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

    Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

    Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

    Psychic Veil

    At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw.

    Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

    Rend Mind

    When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.

    Swashbuckler

    You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

    A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

    Fancy Footwork

    When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

    Rakish Audacity

    Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

    You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

    Panache

    At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

    If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

    If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

    Elegant Maneuver

    Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

    Master Duelist

    Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

    Thief

    You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

    Fast Hands

    Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

    Second-Story Work

    When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

    In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

    Supreme Sneak

    Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

    Use Magic Device

    By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

    Thief's Reflexes

    When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

    The Sorcerer

    Sorcerer

    Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

    Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

    Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

    Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

    Raw Magic

    Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

    The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

    Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

    Unexplained Powers

    Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.

    Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

    Creating a Sorcerer

    The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

    How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

    The Sorcerer

                                                                                                                                                                                    ---Spell Slots per Spell Level---

    Level Proficiency
    Bonus
    Bonds     Features Cantrips
    Known
    Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 -     Quickening, Spellcasting 3 3 2
    2nd +2 1     Witch Covenant, Binding Rites 3 4 3
    3rd +2 1     Spirit Ward 3 5 4 2
    4th +2 1     Ability Score Improvement 4 6 4 3
    5th +3 1     --- 4 7 4 3 2
    6th +3 2     Covenant Feature 4 8 4 3 3
    7th +3 2     Spiritual Spellcasting 4 9 4 3 3 1
    8th +3 2     Ability Score Improvement 4 10 4 3 3 2
    9th +4 2     --- 4 11 4 3 3 3 1
    10th +4 3     Covenant Feature 5 12 4 3 3 3 2
    11th +4 3     --- 5 13 4 3 3 3 2 1
    12th +4 3     Ability Score Improvement 5 14 4 3 3 3 2 1
    13th +5 3     --- 5 15 4 3 3 3 2 1 1
    14th +5 4     Covenant feature 5 16 4 3 3 3 2 1 1
    15th +5 4     --- 5 16 4 3 3 3 2 1 1 1
    16th +5 4     Ability Score Improvement 5 17 4 3 3 3 2 1 1 1
    17th +6 4     --- 5 17 4 3 3 3 2 1 1 1 1
    18th +6 5     Familiar Spirit 5 18 4 3 3 3 3 1 1 1 1
    19th +6 5     Ability Score Improvement 5 19 4 3 3 3 3 2 1 1 1
    20th +6 5     Ghostly Step 5 19 4 3 3 3 3 2 2 1 1

    Quick Build

    You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

    Class Features

    As a sorcerer, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: None
    • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    • Tools: None
    • Saving Throws: Constitution, Charisma
    • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

    Equipment

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

    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a component pouch or (b) an arcane focus
    • (a) a dungeoneer’s pack or (b) an explorer’s pack Two daggers

    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. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

    Cantrips

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

    Spell Slots

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

    For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the sorcerer spell list.

    The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

    Spellcasting Ability

    Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell Save DC = 8 + your proficiency bonus +

    your Charisma modifier

    Spell attack modifier = your proficiency bonus +

    your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

    Sorcerous Origin

    Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

    Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

    Font of Magic

    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

    Sorcery Points

    You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

    Flexible Casting

    You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

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

    Any spell slot you create with this feature vanishes when you finish a long rest.

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

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

    Metamagic

    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

    You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

    Careful Spell

    When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

    Distant Spell

    When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

    When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

    Empowered Spell

    When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

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

    Extended Spell

    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

    Heightened Spell

    When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

    Quickened Spell

    When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

    Subtle Spell

    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

    Twinned Spell

    When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

    To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

    Ability Score Improvement

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

    Sorcerous Restoration

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

    Sorcerous Origins

    Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

    Aberrant Mind

    An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

    As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

    Aberrant Origins
    d6 Origin
    1 You were exposed to the Far Realm's warping influence.
    You are convinced that a tentacle is now growing on
    you, but no one else can see it.
    2 A psychic wind from the Astral Plane carried psionic
    energy to you. When you use your powers,
    faint motes of light sparkle around you.
    3 You once suffered the dominating powers of an
    aboleth, leaving a psychic splinter in your mind.
    4 You were implanted with a mind flayer tadpole, but the
    ceremorphosis never completed. And now its psionic
    power is yours. When you use it, your flesh
    shines with a strange mucus.
    5 As a child, you had an imaginary friend that looked
    like a flumph or a strange platypus-like creature.
    One day, it gifted you with psionic powers,
    which have ended up being not so imaginary.
    6 Your nightmares whisper the truth to you:
    your psionic powers are not your own.
    You draw them from your parasitic twin!

    Psionic Spells

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

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

    Psionic Spells
    Sorcerer
    Level
    Spells
    1st Arms of Hadar, Dissonant Whispers, Mind Sliver
    3rd Calm Emotions, Detect Thoughts
    5th Hunger of Hadar, Sending
    7th Evard's Black Tentacles, Summon Aberration
    9th Rary's Telepathic Bond, Telekinesis

    Telepathic Speech

    Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

    The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

    Psionic Sorcery

    Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

    Psychic Defenses

    At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

    Revelation in Flesh

    Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

    • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
    • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
    • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
    • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

    Warping Implosion

    At 18th level, you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

    Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

    Clockwork Soul

    The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

    Clockwork Magic

    You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

    Clockwork Spells
    Sorcerer
    Level
    Spells
    1st Alarm, Protection from Evil and Good
    3rd Aid, Lesser Restoration
    5th Dispel Magic, Protection from Energy
    7th Freedom of Movement, Summon Construct
    9th Greater Restoration, Wall of Force

    In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

    Manifestations of Order
    d6 Manifestation
        1     Spectral cogwheels hover behind you.
    2 The hands of a clock spin in your eyes.
    3 Your skin glows with a brassy sheen.
    4 Floating equations and geometric objects overlay your body.
    5 Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
    6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

    Restore Balance

    Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

    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.

    Bastion of Law

    Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

    The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

    Trance of Order

    Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

    Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

    Clockwork Cavalcade

    At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

    • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
    • Any damaged objects entirely in the cube are repaired instantly.
    • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

    Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

    Draconic Bloodline

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

    Dragon Ancestor
    Dragon Type Damage Type
    Black Acid
    Blue Lightning
    Green Poison
    Red Fire
    White Cold
    Dragon Type Damage Type
    Brass Fire
    Bronze Lightning
    Copper Acid
    Gold Fire
    Silver Cold
    Dragon Type Damage Type
    Amethyst Force
    Crystal Radiant
    Emerald Psychic
    Sapphire Thunder
    Topaz Necrotic
    Dragon Type Damage Type
    Light Radiant
    Wastes Force
    Cave Poison
    Fire Fire
    Mithril Magical Slashing

    Dragon Ancestor

    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

    You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

    Draconic Resilience

    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

    Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

    Elemental Affinity

    Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one 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.

    Dragon Wings

    At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

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

    Draconic Presence

    Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

    Divine Soul

    Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

    A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.

    In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

    Divine Magic

    Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

    Affinity Spell
    Good Cure Wounds
    Evil Inflict Wounds
    Law Bless
    Chaos Bane
    Neutrality Protection from Evil and Good

    Favored by the Gods

    Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

    Empowered Healing

    Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

    Angelic Form

    Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

    The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

    Unearthly Recovery

    At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Shadow Magic

    You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

    The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

    Shadow Sorcerer Quirks

    At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

    Shadow Sorcerer Quirks
    d6 Quirk
        1     You are always icy cold to the touch.
    2 When you are asleep, you don't appear to breathe (though you must still breathe to survive).
    3 You barely bleed, even when badly injured.
    4 Your heart beats once per minute. This event sometimes surprises you.
    5 You have trouble remembering that living creatures and corpses should be treated differently.
    6 You blinked. Once. Last week.

    Eyes of the Dark

    From 1st level, you have darkvision with a range of 120 feet.

    When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

    Strength of the Grave

    Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

    After the saving throw succeeds, you can't use this feature again until you finish a long rest.

    Hound of Ill Omen

    At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:

    • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
    • It appears with a number of temporary hit points equal to half your sorcerer level.
    • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
    • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
    • The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

    Shadow Walk

    At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

    Umbral Form

    Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

    You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

    Storm Sorcery

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

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

    Wind Speaker

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

    Tempestuous Magic

    Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

    Heart of the Storm

    At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

    Storm Guide

    At 6th level, you gain the ability to subtly control the weather around you.

    If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

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

    Storm's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

    Wind Soul

    At 18th level, you gain immunity to lightning and thunder damage.

    You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

    Wild Magic

    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

    Wild Magic Surge

    Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

    Tides of Chaos

    Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

    Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table (on following page) immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

    Bend Luck

    Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

    Controlled Chaos

    At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

    Spell Bombardment

    Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

    Wild Magic Surge
        d100     Effect
    01-02 Roll on this table at the start of each of your turns
    for the next minute, ignoring this result on subsequent
    rolls.
    03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
    05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.
    07-08 You cast Fireball as a 3rd-level spell centered on yourself.
    09-10 You cast Magic Missile as a 5th-level spell.
    11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
    13-14 You cast Confusion centered on yourself.
    15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
    17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
    19-20 You cast Grease centered on yourself.
    21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
    23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
    25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
    27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
    29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
    31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
    33-34 Maximize the damage of the next damaging spell you cast within the next minute.
    35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
    37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
    39-40 You regain 2d10 hit points.
    41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
    43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
    45-46 You cast Levitate on yourself.

        

        

        d100     Effect
    47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
    49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
    51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
    53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
    55-56 Your hair falls out but grows back within 24 hours.
    57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
    59-60 You regain your lowest-level expended spell slot.
    61-62 For the next minute, you must shout when you speak.
    63-64 You cast Fog Cloud centered on yourself.
    65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
    67-68 You are frightened by the nearest creature until the end of your next turn.
    69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
    71-72 You gain resistance to all damage for the next minute.
    73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
    75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
    77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
    79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
    81-82 You can take one additional action immediately.
    83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
    85-86 You cast Mirror Image.
    87-88 You cast Fly on a random creature within 60 feet of you.
    89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
    91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
    93-94 Your size increases by one size category for the next minute.
    95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
    97-98 You are surrounded by faint, ethereal music for the next minute.
    99-00 You regain all expended sorcery points.

    The Warlock

    Warlock

    With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

    As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

    Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

    Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

    Sworn and Beholden

    A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

    The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

    Delvers into Secrets

    Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

    Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

    Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

    Creating a Warlock

    As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

    Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

    What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?

    How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

    The Warlock
    Level Proficiency
    Bonus
    Features Cantrips
    Known
    Spells
    Known
    Spell
    Slots
    Slot
    level
    Invocations
    Known
    1st +2 Otherwordly Patron, Pact Magic 2 2 1 1st
    2nd +2 Eldritch Invocations 2 3 2 1st 2
    3rd +2 Pact Boon 2 4 2 2nd 2
    4th +2 Ability Score Improvement 3 5 2 2nd 2
    5th +3 - 3 6 2 3rd 3
    6th +3 Otherwordly Patron Feature 4 7 2 3rd 3
    7th +3 - 3 8 2 4th 4
    8th +3 Ability Score Improvement 3 9 2 4th 4
    9th +4 - 3 10 2 5th 5
    10th +4 Otherwordly Patron Feature 4 10 2 5th 5
    11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
    12th +4 Ability Score Improvement 4 11 3 5th 6
    13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
    14th +5 Otherwordly Patron Feature 4 12 3 5th 6
    15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
    16th +5 Ability Score Improvement 4 13 3 5th 7
    17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
    18th +6 - 4 14 4 5th 8
    19th +6 Ability Score Improvement 4 15 4 5th 8
    20th +6 Eldritch Master 4 15 4 5th 8

    Quick Build

    You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

    Class Features

    As a warlock, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: Light armor
    • Weapons: Simple weapons
    • Tools: None
    • Saving Throws: Wisdom, Charisma
    • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

    Equipment

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

    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a component pouch or (b) an arcane focus
    • (a) a scholar’s pack or (b) a dungeoneer’s pack
    • Leather armor, any simple weapon, and two daggers

    Otherworldly Patron

    At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

    Pact Magic

    Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

    Cantrips

    You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

    Spell Slots

    The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.

    For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

    Spells Known of 1st Level and Higher

    At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

    The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

    Spellcasting Ability

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

    Spell Save DC = 8 + your proficiency bonus +

    your Charisma modifier

    Spell attack modifier = your proficiency bonus +

    your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

    Eldritch Invocations

    In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

    At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

    Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

    Pact Boon

    At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

    Pact of the Blade

    You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

    You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

    Pact of the Chain

    You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

    When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

    Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

    Pact of the Tome

    Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

    If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

    Pact of the Talisman

    Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

    Ability Score Improvement

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

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

    Eldritch Versatility

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

    • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
    • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
    • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

    If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

    Mystic Arcanum

    At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

    Eldritch Master

    At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

    If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

    Otherworldly Patrons

    The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

    Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

    The Archfey

    Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

    Expanded Spell List

    The Archfey 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.

    Archfey Expanded Spells
    Spell Level Spells
    1st Faerie Fire, Sleep
    2nd Calm Emotions, Phantasmal Force
    3rd Blink, Plant Growth
    4th Dominate Beast, Greater Invisibility
    5th Dominate Person, Seeming

    Fey Presence

    Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

    Misty Escape

    Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

    Beguiling Defenses

    Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

    Dark Delirium

    Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

    Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

    You must finish a short or long rest before you can use this feature again.

    The Celestial

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

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

    Expanded Spell List

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

    Celestial Expanded Spells
    Spell Level Spells
    1st Cure Wounds, Guiding Bolt
    2nd Flaming Sphere, Lesser Restoration
    3rd Daylight, Revivify
    4th Guardian of Faith, Wall of Fire
    5th Flame Strike, Greater Restoration

    Bonus Cantrips

    At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

    Healing Light

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

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

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

    Radiant Soul

    Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

    Celestial Resistance

    Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

    Searing Vengeance

    Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.

    Once you use this feature, you can’t use it again until you finish a long rest.

    The Fathomless

    You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

    Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.

    Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

    Expanded Spell List

    The Fathomless 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.

    Fathomless Expanded Spells
    Spell Level Spells
    1st Create or Destroy Water, Thunderwave
    2nd Gust of Wind, Silence
    3rd Lightning Bolt, Sleet Storm
    4th Control Water, Summon Elemental
    5th Bigby's Hand (appears as a tentacle), Cone of Cold

    Tentacle of the Deep

    At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

    When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

    As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .

    You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Gift of the Sea

    Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

    Oceanic Soul

    At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

    Guardian Coil

    At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

    Grasping Tentacles

    Starting at 10th level, you learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

    Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

    Fathomless Plunge

    When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

    The Fiend

    You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

    Expanded Spell List

    The Fiend 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.

    Fiend Expanded Spells
    Spell Level Spells
    1st Burning Hands, Command
    2nd Blindness/Deafness, Scorching Ray
    3rd Fireball, Stinking Cloud
    4th Fire Shield, Wall of Fire
    5th Flame Strike, Hallow

    Dark One's Blessing

    Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

    Dark One's Own Luck

    Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

    Fiendish Resilience

    Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

    Hurl Through Hell

    Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

    At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

    The Genie

    You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

    You choose your patron's kind or determine it randomly, using the Genie Kind table.

    Genie Kind
    d4 Kind Element
    1 Dao Earth
    2 Djinni Air
    3 Efreeti Fire
    4 Marid Water

    Expanded Spell List

    At 1st level, the Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.

    Genie Expanded Spells
    Spell
    Level
    Genie
    Spells
    Dao
    Spells
    Djinni
    Spells
    Efreeti
    Spells
    Marid
    Spells
    1st Detect Evil and Good Sanctuary Thunderwave Burning Hands Fog Cloud
    2nd Phantasmal Force Spike Growth Gust of Wind Scorching Ray Blur
    3rd Create Food and Water Meld into Stone Wind Wall Fireball Sleet Storm
    4th Phantasmal Killer Stone Shape Greater Invisibility Fire Shield Control Water
    5th Creation Wall of Stone Seeming Flame Strike Cone of Cold
    9th Wish

    Genie's Vessel

    Also at 1st level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

    Genie's Vessel

    d6 Vessel
    1 Oil lamp
    2 Urn
    3 Ring with a compartment
    4 Stoppered bottle
    5 Hollow statuette
    6 Ornate lantern

    While you are touching the vessel, you can use it in the following ways:


    • Bottled Respite: As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
    • Genie's Wrath: Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

    The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

    If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

    Elemental Gift

    At 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

    In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Sanctuary Vessel

    At 10th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

    As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.

    In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

    Limited Wish

    At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.

    Once you use this feature, you can't use it again until you finish 1d4 long rests.

    The Great Old One

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

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

    Expanded Spell List

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

    Great Old One Expanded Spells
    Spell Level Spells
    1st Dissonant Whispers, Tasha's Hideous Laughter
    2nd Detect Thoughts, Phantasmal Force
    3rd Clairvoyance, Sending
    4th Dominate Beast, Evard's Black Tentacles
    5th Dominate Person, Telekinesis

    Awakened Mind

    Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

    Entropic Ward

    At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

    Thought Shield

    Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

    Create Thrall

    At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

    You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

    The Hexblade

    You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

    Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

    Expanded Spell List

    The Hexblade 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.

    Hexblade Expanded Spells
    Spell Level Spells
    1st Shield, Wrathful Smite
    2nd Blur, Branding Smite
    3rd Blink, Elemental Weapon
    4th Phantasmal Killer, Staggering Smite
    5th Banishing Smite, Cone of Cold

    Hexblade's Curse

    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

    • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest.

    Hex Warrior

    At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

    The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

    Accursed Specter

    Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

    The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

    Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

    Armor of Hexes

    At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

    Master of Hexes

    Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

    The Undead

    You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

    Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

    Expanded Spell List

    At 1st level, the Undead 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.

    Undead Expanded Spells
    Spell Level Spells
    1st Bane, False Life
    2nd Blindness/Deafness, Phantasmal Force
    3rd Phantom Steed, Speak with Dead
    4th Death Ward, Greater Invisibility
    5th Antilife Shell, Cloudkill

    Form of Dread

    At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

    • You gain temporary hit points equal to 1d10 + your warlock level. Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
    • You are immune to the frightened condition.
    • You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

    Grave Touched

    At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.

    In addition, once during each of your turns, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

    Necrotic Husk

    At 10th level, Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

    In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

    Spirit Projection

    At 14th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

    Your spirit resembles your mortal form in almost every way, replicating game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

    While projecting your spirit, you gain the following benefits:

    • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage. When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
    • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

    While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt. Once you use this feature, you can’t do so again until you finish a long rest.

    Eldritch Invocation

    Agonizing Blast

    Prerequisite: eldritch blast cantrip

    When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

    Armor of Shadows

    You can cast mage armor on yourself at will, without expending a spell slot or material components.

    Ascendant Step

    Prerequisite: 9th level

    You can cast levitate on yourself at will, without expending a spell slot or material components.

    Aspect of the Moon

    Prerequisite: Pact of the Tome feature

    You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

    Beast Speech

    You can cast speak with animals at will, without expending a spell slot.

    Beguiling Influence

    You gain proficiency in the Deception and Persuasion skills.

    Bewitching Whispers

    Prerequisite: 7th level

    You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

    Bond of the Talisman

    Prerequisite: 12th level, Pact of the Talisman feature

    While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

    Book of Ancient Secrets

    Prerequisite: Pact of the Tome feature

    You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

    On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

    Chains of Carceri

    Prerequisite: 15th level, Pact of the Chain feature

    You can cast hold monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

    Cloak of Flies

    Prerequisite: 5th level

    As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

    The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

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

    Devil's Sight

    You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

    Dreadful Word

    Prerequisite: 7th level

    You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

    Eldritch Mind

    You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

    Eldritch Sight

    You can cast detect magic at will, without expending a spell slot or material components.

    Eldritch Smite

    Prerequisite: 5th level, Pact of the Blade feature

    Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

    Eldritch Spear

    Prerequisite: eldritch blast cantrip

    When you cast eldritch blast, its range is 300 feet.

    Eyes of the Rune Keeper

    You can read all writing.

    Far Scribe

    Prerequisite: 5th level, Pact of the Tome feature

    A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

    You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

    As an action, you can magically erase a name on the page by touching it.

    Fiendish Vigor

    You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

    Gaze of Two Minds

    You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

    Ghostly Gaze

    Prerequisite: 7th level

    As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

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

    Gift of the Depths

    Prerequisite: 5th level

    You can breathe underwater, and you gain a swimming speed equal to your walking speed.

    You can also cast water breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

    Gift of the Ever-Living Ones

    Prerequisite: Pact of the Chain feature

    Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

    Gift of the Protectors

    Prerequisite: 9th level, Pact of the Tome feature

    A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

    When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

    As an action, you can magically erase a name on the page by touching it.

    Grasp of Hadar

    Prerequisite: eldritch blast cantrip

    Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself.

    Improved Pact Weapon

    Prerequisite: Pact of the Blade feature

    You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

    In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

    Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

    Investment of the Chain Master

    Prerequisite: Pact of the Chain feature

    When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

    The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. As a bonus action, you can command the familiar to take the Attack action. The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. If the familiar forces a creature to make a saving throw, it uses your spell save DC. When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

    Lance of Lethargy

    Prerequisite: eldritch blast cantrip

    Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

    Lifedrinker

    Prerequisite: 12th level, Pact of the Blade feature

    When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

    Maddening Hex

    Prerequisite: 5th level, hex spell or a warlock feature that curses

    As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

    Mask of Many Faces

    You can cast disguise self at will, without expending a spell slot.

    Master of Myriad Forms

    Prerequisite: 15th level

    You can cast alter self at will, without expending a spell slot.

    Minions of Chaos

    Prerequisite: 9th level

    You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

    Mire the Mind

    Prerequisite: 5th level

    You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.

    Misty Visions

    You can cast silent image at will, without expending a spell slot or material components.

    One with Shadows

    Prerequisite: 5th level

    When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

    Otherworldly Leap

    Prerequisite: 9th level

    You can cast jump at will, without expending a spell slot.

    Protection of the Talisman

    Prerequisite: 7th level, Pact of the Talisman feature

    When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

    Rebuke of the Talisman

    Prerequisite: Pact of the Talisman feature

    When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

    Relentless Hex

    Prerequisite: 7th level, hex spell or a warlock feature that curses

    Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

    Repelling Blast

    Prerequisite: eldritch blast cantrip

    When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

    Sculptor of Flesh

    Prerequisite: 7th level

    You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

    Shroud of Shadow

    Prerequisite: 15th level

    You can cast invisibility at will, without expending a spell slot.

    Sign of Ill Omen

    Prerequisite: 5th level

    You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.

    Thief of Five Fates

    You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.

    Thirsting Blade

    Prerequisite: 5th level, Pact of the Blade feature

    You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

    Tomb of Levistus

    Prerequisite: 5th level

    As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

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

    Trickster's Escape

    Prerequisite: 7th level

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

    Undying Servitude

    Prerequisite: 5th-level warlock

    You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

    Visions of Distant Realms

    Prerequisite: 15th level

    You can cast arcane eye at will, without expending a spell slot.

    Voice of the Chain Master

    Prerequisite: Pact of the Chain feature

    You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

    Whispers of the Grave

    Prerequisite: 9th level

    You can cast speak with dead at will, without expending a spell slot.

    Witch Sight

    Prerequisite: 15th level

    You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

    The Witch

    Witch

    A tattooed elf, veiled and cloaked, draws his obsidian dagger across the sand, calling forth from the lines a ghostly apparition to help him and his allies find their way. A trio of halfling hermits gather among candles and incense, chanting words of power to bait spirits from the shadows. The bejeweled human, dressed in exotic garb and golden chains bellows a spell which echoes with the voices of an army of lost souls, a fiendish glint in his eyes as blood drips from his palm.

    Unlike shamans who pray to the spirits of nature, witches trap the tormented souls of those lost betwixt the realm of the living and the beyond. As a witch, you learn to summon these souls and bind them to your will, gaining protection from them and power over them. As you attain higher levels, the covenant you choose to live by grants you further abilities which extend the utility and power of these bonds in different ways.

    The Power of Spirit

    Witches may or may not have respect for the spirits they bind, though one could say they should. Some witches tap into the residual energies of long-departed souls, while others use extant spiritual beings as conduits for their spellcasting. Either way and whether or not they wish, witches bind part of their own soul to those that surround them.

    Witch spells mostly deal with manipulation of spiritual energies (both living and dead) and protections against the beings who supply those energies. As part of their connection to the spiritual world, they are also privy to information and secrets normally not meant for mortal minds. As such, witches are powerful enchanters, abjurers, and diviners.

    Bonds of the Soul

    Witches acknowledge that there is a spiritual connection between all things – forces that inexplicably and randomly bind beings and happenings together in a kind of mass, shared fate. They see other witches as brothers and sisters, and other classes as close cousins. As a consequence, witches are often fond of forming alliances. The covenant that a witch subscribes to is one such alliance.

    Covenants are the manifestation of a philosophy regarding the nature of spirits. Some, like the Covenant of Unity, believe in a supreme energy that extends beyond the physical world, weaving together magic and the collective conscience of all living things. Others, from the Covenant of Blood for example, believe in a more intimate connection between the physical world and the other side. In this philosophy, each soul is tied to something close to it in the physical world – a body, an object, or location that was important to it when it was alive.

    The Witch

                                                                                                                                                                                    ---Spell Slots per Spell Level---

    Level Proficiency
    Bonus
    Bonds     Features Cantrips
    Known
    Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 -     Quickening, Spellcasting 3 3 2
    2nd +2 1     Witch Covenant, Binding Rites 3 4 3
    3rd +2 1     Spirit Ward 3 5 4 2
    4th +2 1     Ability Score Improvement 4 6 4 3
    5th +3 1     --- 4 7 4 3 2
    6th +3 2     Covenant Feature 4 8 4 3 3
    7th +3 2     Spiritual Spellcasting 4 9 4 3 3 1
    8th +3 2     Ability Score Improvement 4 10 4 3 3 2
    9th +4 2     --- 4 11 4 3 3 3 1
    10th +4 3     Covenant Feature 5 12 4 3 3 3 2
    11th +4 3     --- 5 13 4 3 3 3 2 1
    12th +4 3     Ability Score Improvement 5 14 4 3 3 3 2 1
    13th +5 3     --- 5 15 4 3 3 3 2 1 1
    14th +5 4     Covenant feature 5 16 4 3 3 3 2 1 1
    15th +5 4     --- 5 16 4 3 3 3 2 1 1 1
    16th +5 4     Ability Score Improvement 5 17 4 3 3 3 2 1 1 1
    17th +6 4     --- 5 17 4 3 3 3 2 1 1 1 1
    18th +6 5     Familiar Spirit 5 18 4 3 3 3 3 1 1 1 1
    19th +6 5     Ability Score Improvement 5 19 4 3 3 3 3 2 1 1 1
    20th +6 5     Ghostly Step 5 19 4 3 3 3 3 2 2 1 1

    Creating A Witch

    When deciding to play a witch, think about what led your character to tap into the spirit world. Maybe witchcraft is a tradition in the area, or your character comes from an area rife with a ghostly past. Superstition is also a good trigger for a fascination with spirits. What is your relationship with spirits? Is there a measure of mutual respect? Perhaps your character feels more like a servant to the spirit than the other way around, or maybe they possess the entitlement to dominate and extort spiritual beings.

    How did your character come to be an adventurer? It could be that they were a pariah in their community due to contact with the other side, cast out and forced to fend for themselves. Perhaps your character is even haunted by a particular spirit, and seeks a way to control or be rid of it.

    Quick Build

    You can make a witch quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, select the Hermit background. Third, select the chill touch, guidance, and light cantrips.

    Class Features

    As a witch, you gain the following class features

    Hit Points


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

    Proficiencies


    • Armor: Light armor
    • Weapons: Clubs, daggers, darts, quarterstaffs, scimitars, sickles, slings
    • Tools: Herbalism kit
    • Saving Throws: Wisdom, Charisma
    • Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Religion, and Persuasion

    Equipment

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

    • (a) a component pouch or (b) an arcane focus or (c) a druidic focus
    • (a) a priest's pack or (b) a scholar's pack
    • Any simple weapon and two daggers

    Spellcasting

    Your contact with the spirit world and intuitive knowledge of the magic which allows it to persist grants you the use of spells.

    Cantrips

    You know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

    Spell Slots

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

    For example, if you know the 1st-level spell cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

    Spells Known of 1st Level and Higher

    You know three 1st-level spells of your choice from the witch spell list.

    The Spells Known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

    Spellcasting Ability

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

    Spell Save DC = 8 + your proficiency bonus +

    your Charisma modifier

    Spell attack modifier = your proficiency bonus +

    your Charisma modifier

    Ritual Casting

    You can cast any witch spell you know as a ritual if that spell has the ritual tag.

    Spellcasting Focus

    You can use an arcane focus or druidic focus as a spellcasting focus for your witch spells.

    Quickening

    At 1st level, you gain the ability to enter a trance known as the witch’s quickening, letting you see beyond the borders of the material world. As an action you can enter this trance to see into the Ethereal Plane up to 60 feet.

    Additionally you also gain insight into the emotional energy surrounding you, you know if and what spirits are bound within 60 feet, and you gain advantage on Wisdom (Insight) checks.

    The trance lasts for 1 minute, or until you end it as an action. You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain any expended uses when you finish a long rest.

    Witch Covenant

    At 2nd level you commit yourself to a spiritual philosophy known as a witch's covenant: the Covenant of Blood, the Covenant of Charm, the Covenant of Ruin, the Covenant of Shadows, Covenant of Silver, Covenant of Steel, or the Covenant of Unity, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    Covenant Spells

    Each covenant has a list of spells that you gain at the witch levels noted in the covenant description. Once you gain a covenant spell, you know it, and it doesn't count against the number of spells you know.

    If you have a covenant spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.

    Binding Rites

    At 2nd level you can bind spirits to your service. Binding a spirit requires 10 minutes of uninterrupted meditation. During this time, the witch speaks the invocations required to summon the spirit forth and enacts the rite of binding depending on which philosophy the witch subscribes to. A blood witch might utilize a bone fragment to bind the spirit, while a shadow witch might bargain with the summoned spirit, exchanging a secret for the spirit’s service. A witch may perform this ritual at any time to swap a bound spirit for a new one, losing the old passive benefit and gaining the new (or simply to change the spell slot level the same spirit is occupying).

    You choose a spirit to bind from the list at the end of this class description, and you fill one of your available spell slots with the spirit. The spell slot is no longer available for casting spells, and it remains unavailable for as long as the spirit filling it remains bound to you. The spirit is of a level equal to the level of the spell slot used to bind it. For example, a Spirit of Passion occupying a 6th level spell slot is a level 6 spirit. You cannot have more than one spirit with the same name bound at once.

    Depending on the type of spirit, you gain certain benefits while the spirit remains bound and an additional effect when you release the spirit, as detailed in the Binding Rites section. Releasing a spirit is a bonus action, although some spirits allow release as a reaction. Once a spirit has been released, it no longer provides its passive effect and the spell slot it occupied is expended.

    You can bind a number of spirits up to the number shown for your witch level in the Bonds column of the witch table.

    Multiclassing and the Witch

    If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you chose witch as one of your classes.

    Ability score minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a witch.

    Proficiencies Gained. If witch isn't your initial class, you gain proficiency with the herbalism kit when you take your first level as a witch.

    Spell Slots. Add your level in the witch class to the appropriate levels from other classes to determine your available spell slots.

    Spirit Ward

    At 3rd level, you learn a rite that offers protection against spirits who wish you or your allies harm. As an action, you can create a spirit ward with a radius of 15 feet, centered on a point you touch. The ward lasts 1 minute. While inside the ward, creatures you choose who you can see cannot be charmed, frightened, or possessed by undead and have resistance to all damage from incorporeal undead. Additionally, if an affected creature is reduced to 0 hit points within the ward but is not killed outright, the creature becomes stable.

    Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot to use it again.

    Ability Score Improvement

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

    Spiritual Spellcasting

    At 7th level you call upon the spirits you have bound to help you cast your spells. You can dismiss a spirit as a bonus action to recover a spell slot of a level equal to that of the spell slot used to bind the spirit. The release effect of the spirit you dismissed is not activated.

    Familiar Spirit

    At 18th level, you learn the find familiar spell. When you cast find familiar or if you already have a familiar, you can awaken spiritual energy within the animal as part of an additional ritual that takes 10 minutes. Once complete, choose one spirit from the list at the end of the class description. Your familiar provides you with the spirit’s passive effect as long as your familiar is within 100 feet of you. Its level is equal to your Charisma modifier (minimum 1). If the familiar dies, the spirit produces its release effect if there is a valid target within range of the familiar.

    Ghostly Step

    At 20th level you gain the ability to enter the spirit realm as a bonus action by projecting part of yourself beyond the material plane. This projection lasts for 10 minutes or until you rematerialize as a bonus action. You and all your belongings become invisible. You have resistance to all non-magical damage, and cannot be grappled, paralyzed, petrified, poisoned, or restrained.

    For the duration, you can pass through solid objects as if they were difficult terrain. If you end your turn in an object, you take 1d10 force damage. If you rematerialize in a location occupied by a creature or solid object, you are shunted to the nearest unoccupied space and take damage equal to twice the number of feet you are moved as a result.

    Once you use this feature, you must finish a long rest before you can use it again.

    Covenants

    The covenant that a witch swears by at 2nd level exemplifies the witch's personal philosophy on spirits. When entering a covenant, the witch gains abilities which align with these core philosophies. Though witches of different covenants can hold similar opinions of spirits, it is important to think on how each covenant's teachings shape your character's attitudes towards the binding and utilization of spirits.

    Covenant of Blood

    Witches of the Covenant of Blood believe in strong connections between the physical world and the spiritual one. Spirits are connected to the physical world through objects that were important to them while they were alive. This knowledge allows a witch to bind spirits more easily — as long as they know something of the spirit's life.

    Though not always, witches from the Covenant of Blood tend to dominate the spirits under their control. They generally take care to leave spirits intact and in a state no worse than before they were bound, but nevertheless are capable of using a spirit's weaknesses against them, taking advantage of their connections to the physical world in order to gain great control of them.

    Covenant of Blood Spells

    Witch Level Spells
    3rd Hold Person, Locate Object
    5th Remove Curse, Vampiric Touch
    7th Locate Creature, Polymorph
    9th Awaken, Greater Restoration

    Awaken the Blood

    Beginning at 2nd level, when you release a spirit from your power, you can use the energy from those broken spiritual bonds to repair corporeal bodies. When you release a spirit, a creature you touch regains hit points equal to three times the spirit's level.

    Sympathetic Magic

    At 6th level, you gain the power to cast spells on targets over vast distances beyond what the spell may ordinarily allow. Provided you have an article (blood, hair, clothing, or favoured object) from the target, your spells of 5th-level or lower which have a single target may affect the creature if it is on the same plane of existence as you.

    When you cast a spell that targets a creature in this way, the article you have from the target is consumed.

    Blood Binding

    At 10th level, when a hostile creature dies within 30 feet of you, you can bind its soul as a reaction. You bind a spirit type of your choice to a spell slot of your choice. This binding expires after 24 hours or whenever you use this ability again. The target cannot be resurrected so long as its spirit remains bound in this way.

    Once you use this feature, you must finish a short or long rest before you can use it again.

    Call Forth the Flesh

    At 14th level, you gain the ability to force an ethereal or incorporeal creature that you can see within 60 feet into the material plane as an action. The target must succeed on a Constitution saving throw or lose their incorporeal movement trait and immunities to grappled, paralyzed, petrified, prone, and restrained for 1 minute.

    Alternatively, you can use this feature to to cast revivify once without expending a spell slot or material components.

    Once you use this feature, you must finish a long rest before you can use it again.

    Covenant of Charm

    Witches of the Covenant of Charm tap deep into the emotions which govern lingering spirits’ behaviours. They use these emotions as signposts and guides to manipulate the desires and shape the aspirations of the living. They believe that although lingering spirits are echoes of the past, they hold the key to individual futures. By harnessing the raw emotional energy of the beyond, one can gain absolute control over the hearts and minds of those around them.

    Witches of this philosophy vary in their treatment of spirits. Some befriend and learn from the spirits they bind, using that knowledge to further their own ends. Others take only cursory notice of the spirits they enslave – an attitude that often carries over into their living interactions, manipulating and charming those they will, without any true regard for the desires of those they meet.

    Covenant of Charm Spells

    Witch Level Spells
    3rd Detect Thoughts, Suggestion
    5th Hypnotic Pattern, Tongues
    7th Hallucinatory Terrain, Phantasmal Killer
    9th Dream, Modify Memory

    In Perfect Trust

    At 2nd level, you have grown attuned to the hearts and minds of those around you. While in your quickening, you can add your proficiency bonus to Charisma (Deception) and Charisma (Persuasion) checks, or twice your proficiency bonus if you are already proficient.

    Mysteries of the Heart

    Also at 2nd level, during your quickening, you gain the ability to peer into the heart of a creature within 60 feet of you as an action. The target must succeed on a Wisdom saving throw against your spell save DC or you gain insight into its emotional state and something that is currently influencing this state, such as something it worries over, desires, loves, or hates. Constructs and creatures immune to being charmed automatically succeed on this saving throw. On a failed save the target is not aware of this intrusion.

    Once you use this feature, you must finish a long rest before you can use it again.

    Spirit Token

    At 6th level you can tie one of your spirits you already have bound to a small object. As an action, you bind the spirit to an object that is significant to a creature you choose, the spirit still counts towards your maximum bonds while attached to the object. As long as the creature is in possession of the token, the spirit provides its passive effect as though the spirit were bound by the target (even if they are not a witch). In either case, the magic holding the spirit to the object expires after 24 hours when it returns to your control. If the token is returned to you, you can break this magic sooner as a bonus action, regaining use of the spirit.

    Of One Heart

    At 10th level, creatures charmed by you are also considered charmed by your allies.

    Additionally, when you trigger a spirit's release effect, until the start of your next turn allies within 60 feet of you can damage charmed creatures without affecting the charm.

    Crux of Desire

    At 14th level, you can't be charmed or frightened, and your spells and spirits ignore immunity to the charmed condition.

    Covenant of Ruin

    The Covenant of Ruin has less respect for spirits than the other covenants. Witches who bind these spirits utilize their magic to subjugate and pressure the spirits in order to extract power from them. Their unique philosophy centres on invoking ruin and causing as much damage as possible.

    Though good witches of this covenant are rare, they are not unknown. Good witches who share this covenant's ideology typically aim to bind evil spirits, turning these beings into weapons for good against their will (though this can hardly be considered to be completely benign). Such witches often claim their actions are for the greater good — using evil to combat greater evil.

    Covenant of Ruin Spells

    Witch Level Spells
    3rd Crown of Madness, Shatter
    5th Bestow Curse, Call Lightning
    7th Confusion, Ice Storm
    9th Cloudkill, Destructive Wave

    Doom

    Beginning when you choose this covenant at 2nd level, the targets of your spirits’ release effects have disadvantage on the next ability check or attack roll they make within the next 10 minutes.

    Devastating Release

    At 6th level, spirits you release erupt with energy as their bonds are broken, causing harm to those around you. When you release a spirit, roll a number of d6s equal to the level of the spirit. Creatures of your choice within 30 feet of you take psychic damage equal to the total. Those who take damage hear wails and screams as the spirit is released, and feel a rush of sorrow and discomfort.

    Ruinous Ward

    Beginning at 10th level, the Spirit Wards you create are accompanied by spiritual dissonance which can strain and break the weak of soul. When a creature starts its turn inside your Spirit Ward, you can use your reaction to deal 3d6 psychic damage to the creature.

    Rite of Exorcism

    At 14th level, you have learned a dreadful exorcist's rite. If a creature within 30 feet of you fails a Wisdom or Charisma saving throw against one of your spells or spirits' release effects, you can use your reaction to attempt to exorcise that creature's soul. The target takes 5d6 psychic damage and 5d6 necrotic damage as their soul is torn from their body, and they are stunned until the end of your next turn.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Covenant of Shadows

    The Covenant of Shadows subscribes to the belief that everything that exists, both physically and metaphysically, is a shadow cast by that which came before it. Shadows are windows into worlds beyond the material plane — as one world becomes dimmer, others become brighter and easier to see by comparison.

    There is reason to be wary of the dark. Witches from this covenant are more cautious dealing with spirits. They know that dangers lurk in the shadows, and they are careful with their dealings lest the spirits they bind show a darker side.

    Covenant of Shadows Spells

    Witch Level Spells
    3rd Darkness, Pass Without Trace
    5th Feign Death, Nondetection
    7th Dimension Door, Greater Invisibility
    9th Mislead, Seeming

    The Shadows Have Eyes

    You can use the spirits which dwell in the darkness to see. Beginning at 2nd level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet as long as you have at least one spirit bound, and you have advantage on Wisdom (Perception) checks in dim light or darkness.

    Blinding Shackles

    At 6th level, hostile creatures that are affected by any of your spirits’ release effects must succeed on a Constitution saving throw against your spell save DC or be blinded for 1 minute. At the end of each of its turns, a target can make a Constitution saving throw, ending the effect on itself on a success. This ability has no effect on creatures who do not use light to see.

    Dark Mimicry

    At 10th level, if you have at least one spirit bound, you can call upon the flickering shadows or the whispers of your spirits. When you cast a spell you can choose to cast it without any somatic components or cast it without verbal components.

    Additionally, when you are hidden from a creature and cast a spell, casting the spell doesn't reveal your position to it.

    Haunting Shades

    Beginning at 14th level, after you release a spirit that targets a hostile creature, you can choose for the spirit to also haunt that creature for up to 1 minute, requiring your concentration as if on a spell. The passive effect of the spirit continues but uses the haunted creature as the origin. The passive effect otherwise treats you as the owner. After 1 minute or when you lose concentration, the spirit’s release effect activates again.

    Once you use this feature, you must finish a long rest before you can use it again.

    Covenant of Silver

    Silver is a powerful weapon in any witch's arsenal but a witch who holds to the Covenant of Silver understands how to unlock the transformative and soul-binding powers of a simple looking glass. It is through this window to the soul that the Silver witch draws their power. Reflections are the silver chains that bind the worlds together.

    Witches of the covenant of silver know that everything living has a reflection in the otherworld, and everything dead must reciprocate. Their craft is full of risk and reward, and through reflections, they come to understand and manipulate those outcomes.

    Covenant of Silver Spells

    Witch Level Spells
    3rd Alter Self, Mirror Image
    5th Clairvoyance, Major Image
    7th Arcane Eye, Locate Creature
    9th Mislead, Scrying

    Looking Glass

    At 2nd level you gain a Tiny trinket known as a Soul Mirror. As an action you can turn the mirror toward a creature you can see and capture its reflection. The reflection remains captured until you release it as a bonus action or use this feature again.

    As an action while you have a reflection captured, you can speak the name of the target to create an invisible sensor within 10 feet of it. The soul mirror then shows the view from the sensor as if it were there, instead of a reflection. The sensor moves with the target, remaining within 10 feet of it until the target's reflection is released. A creature that can see invisible objects sees the sensor as a translucent disc the size of your soul mirror.

    If you lose your Soul Mirror, you can perform a 1-hour ceremony to summon a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous mirror. The mirror shatters when you die.

    Soul Shatter

    Beginning at 6th level, if you have a reflection captured in your soul mirror, you can summon an eruption of ghostly mirror-shards whenever you release a spirit as a reaction to taking damage. The reflection is released along with the spirit, and the target of the spirit's release effect takes force or radiant damage (your choice) equal to the triggering damage. You regain a number of hit points equal to the damage dealt.

    Soul Cloak

    Beginning at 10th level, you can assume the form of the creature whose reflection you trapped in your soul mirror as an action. When you do so, the reflection is released and magically transforms into a disguise that appears on you. You now look like the creature, but flipped horizontally like a reflection. This disguise lasts for 1 hour or until you end it as a bonus action.

    While you're in the disguise you can perfectly mimic the mannerisms, speech patterns, accent, and other superficial qualities of the original creature.

    Another creature can see through this disguise by succeeding on a Wisdom (Insight) check with disadvantage against your spell save DC.

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

    Dark Reflection

    At 14th level, you can use your action to compel a creature you can see within 60 feet to look at a warped illusion of itself. The target sees you as a wretched, horrifying version of itself — a visage that manipulates it with its insecurities and plays on its fears. You cast geas on the target without expending a spell slot or material components. When cast in this way, the target is also frightened of you for the duration, and the duration of the spell is seven years.

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

    Covenant of Steel

    Witches who tie themselves to the Covenant of Steel are a select few who combine their spiritual connection with a grounding in eldritch combat. These witches traditionally devote themselves to the grim task of binding or banishing malign spirits, and then bending such spirits to their cause.

    Those of the Covenant of Steel often cannot afford to dwell on the wellbeing of their spirits, having often bound them to keep them from endangering the living. They know better than most the danger and power of these rogue entities, and lesser minds have been driven mad by their ethereal influence. For witches of this coven, any interaction with spirits is often kept to a necessary minimum, and even then with great suspicion.

    Covenant of Steel Spells

    Witch Level Spells
    3rd Branding Smite, Spiritual Weapon
    5th Crusader's Mantle, Phantom Steed
    7th Banishment, Staggering Smite
    9th Banishing Smite, Dispel Evil and Good

    Bonus Proficiencies

    Beginning at 2nd level, you gain proficiency with medium armor, simple weapons and one martial weapon of your choice.

    If you're proficient with a simple or martial weapon, you can use it as a spellcasting focus for your witch spells.

    Fighting Style

    At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

    Ghost Fighting. Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

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

    Eerie. While you have a spirit bound, you gain a +1 bonus to AC.

    Imbue Weapon

    At 2nd level, you can channel the power of your bound spirits through a weapon. Whenever you finish a short or long rest, you can touch one weapon that you are proficient with and choose one spirit you have bound. The spirit is infused into the weapon until you finish a long rest, and it cannot be released while it is infused in this way.

    When you attack with the weapon, it gains a magical bonus to attack and damage rolls equal to the spirit's level divided by three, unless it is a magic weapon that already has a bonus to those rolls. Whenever you hit a creature with this weapon, you gain a number of temporary hit points equal to your Charisma modifier (minimum of 1).

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Reflexes of Steel

    At 10th level, your physical and spiritual reflexes are razor sharp. You can give yourself a bonus to your initiative rolls equal to the number of spirits you have bound. Additionally, when you make a saving throw you can use your reaction to gain a bonus to the roll equal to the number of spirits you have bound.

    Steel Rain

    At 14th level, your body and soul have been forged and tempered by your training. As an action, you can release a spirit to unleash a flurry of spiritually fueled strikes. You make a number of weapon attacks equal to the spirit's level, and the damage from these attacks ignores resistance and immunity. The spirit's release effect does not trigger.

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

    Covenant of Unity

    The Covenant of Unity subscribes to a philosophy that all spiritual entities are connected by a collective consciousness. They use this knowledge to surmount power over the spiritual realm itself. In other words, these witches gain their abilities by harnessing the secrets which govern the very basis of spiritual existence, rather than focusing on the relationships between the metaphysical and the material world.

    The Covenant of Unity is perhaps more sympathetic to the spirits such witches bind. Witches of this covenant tend to see spirits as allies instead of tools. They trust the spirits they bind enough to allow their power to grow under their command with the purpose of sharing this power.

    Covenant of Unity Spells

    Witch Level Spells
    3rd Augury, Blur
    5th Phantom Steed, Spirit Guardians
    7th Death Ward, Conjure Woodland Beings
    9th Legend Lore, Telepathic Bond

    Forceful Presence

    At 6th level, after you release a spirit you can choose to retain control over it, so that the spirit remains bound and ready to be released again.

    You can use this ability a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

    Powerful Bonds

    At 10th level, your body and soul develop the ability to contain more powerful spirits. The passive and release effects of spirits you bind are considered one level higher than the spell slot you use to bind them.

    Pale Host

    At 14th level, if you are reduced to 0 hit points, but not killed outright, you are not knocked unconscious and your body becomes possessed by a spirit you control while you have 0 hit points. You remain conscious and possessed in this way for 1 round per level of the highest level spirit you have bound. You still must make death saving throws, and you suffer the normal effects of taking damage or regaining hit points while at 0 hit points.

    Onlookers notice a strangeness in your movements, eyes, and voice while you remain possessed. While possessed, you can use your action on your turn to activate the release effect of one of the spirits you have bound and have it remain bound. This does not expend any uses of the Forceful Presence ability.

    Binding Rites

    The following is a list of different spirits a witch may bind.

    Agony

    In the presence of a spirit of Agony, foes’ wounds continue to bleed and fires continue to burn. While Agony is bound, when you roll damage for an attack or spell you cast, for each 1 on a damage die, you can add the level of the spirit to the damage total.

    Release. You can release Agony as a reaction when you roll the highest possible number on a damage die. Roll a number of d6s equal to the spirit's level and add the total to the triggering damage as psychic damage.

    Desire

    Spirits of Desire impress your will onto others and enhance existing desires. Friendly and charmed creatures within 30 feet of you have disadvantage on Wisdom saving throws against your spells. Once a creature succeeds on a Wisdom saving throw against one of your spells, that creature is immune to this spirit’s passive effect for 24 hours.

    Release. When you release this spirit as a bonus action, you attempt to charm a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute or until it takes damage. The spirit's level determines what kind of creature can be charmed. At 3rd level and below, only humanoids and beasts are affected. At 4th level and above, all creatures can be affected.

    Empathy

    Spirits of Empathy force your enemies to share your pain. While Empathy is bound, whenever a creature deals damage to you, you can use your reaction to retaliate. The creature takes psychic damage equal to twice the spirit's level.

    Release. You can release Empathy as a reaction whenever a creature deals damage to you or an ally within 30 feet of you. The creature takes psychic damage equal to the triggering damage + the spirit’s level.

    Envy

    Spirits of Envy take from others what they covet for themselves – life. Once on each of your turns, when you damage a creature with an attack or spell while Envy is bound, you regain a number of hit points equal to the level of the spirit.

    Release. When you deal damage to a creature with an attack or spell you can release Envy as a reaction. When you do so, you gain a number of temporary hit points equal to the triggering damage.

    Fear

    Spirits of Fear bring nightmares to life. While Fear is bound, you can add your proficiency bonus to Charisma (Intimidation) checks, or double it if you already do. Additionally, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

    Release. When Fear is released from its bonds as a bonus action, a number of creatures equal to the spirit's level within 30 feet of you must succeed on Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Generosity

    Spirits of Generosity are always willing to make sacrifices for those who bind them with good intentions. Your spells that restore hit points restore additional hit points equal to the spirit's level.

    Release. You can release Generosity as a bonus action and gift the spirit to an ally within 30 feet of you. The spirit protects the ally, granting them a number of temporary hit points equal to 5 times the spirit's level. These temporary hit points last 10 minutes.

    Guilt

    Spirits of Guilt cause your enemies hesitation in acts that would wrong you. While Guilt is bound, when you are attacked you can use your reaction to gain a bonus to AC against that attack equal to the level of the spirit.

    You can use this feature a number of times equal to the spirit's level. You regain all expended uses when you finish a long rest.

    Release. When you release Guilt from your power as a bonus action, one creature you can see within 60 feet has disadvantage on attack rolls against you for 1 minute. At the end of each of its turn the target can make a Wisdom saving throw against your spell save DC, ending the effect on itself on a success.

    Hate

    Spirits of Hate inspire a ferocity in you. When you are damaged by a creature, you can choose to channel Hate and gain advantage on attack rolls against that creature until the end of your next turn. You can use this feature a number of times equal to the spirit's level. You regain all expended uses when you finish a long rest.

    Release. When you damage a creature with an attack you can release Hate as a reaction. Roll a number of d6s equal to the spirit's level and add the total to the triggering damage as necrotic damage.

    Humility

    When you make an ability check with which you are not proficient at disadvantage, the result can not be lower than 8 + the level of this spirit.

    Release. As a reaction when a creature you can see makes a saving throw or ability check, you can release Humility from your power to bestow it upon the creature. Add the spirit’s level to the roll. You can do so after the roll, but must decide before the DM says whether the roll succeeds or fails.

    Hunger

    Spirits of Hunger sustain their binder and deprive their enemies of energy. While Hunger is bound you require no food or water.

    Release. You can release Hunger as a bonus action to exhaust a number of creatures within 30 feet of you equal to the spirit’s level. A target gains one level of exhaustion (as described in appendix A of the Player's Handbook), and cannot be affected by a Spirit of Hunger for 24 hours.

    Passion

    Spirits of Passion give those who bind them the power to push themselves and others to greater heights of success. While this spirit is bound you can channel Passion when you make an attack roll, ability check or saving throw, or when an ally within 30 feet of you does, you roll a d6 and add the number rolled to the total.

    You can use this feature a number of times equal to the spirit's level. You regain all expended uses when you finish a long rest. You lose all remaining dice when you release Passion.

    Release. You can release Passion as a reaction when you make an attack roll, ability check, or saving throw. You gain advantage on the roll.

    Additionally, you and each friendly creature within 30 feet of you gain a d6 that lasts until the end of your next turn. A creature can expend and roll the d6 when they make an attack roll or ability check, adding it to the total.

    Pride

    Creatures in your presence are more easily filled with a dangerous sense of pride, oversight, and overconfidence. When you make an ability check that is contested by a creature you can see, you gain a bonus to the ability check equal to the spirit's level.

    Release. When a creature you can see succeeds on an attack roll or ability check, you can release Pride as a reaction to curse that creature to a disgraceful fall. The next time the target makes an attack roll or ability check, it does so with disadvantage, and subtracts the spirit’s level from the total.

    Serenity

    Spirits of Serenity bring peace and clarity of thought to those who bind them. You don't need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Additionally, if you or any friendly creatures who can see you regain hit points at the end of a short rest by spending one or more Hit Dice, each of those creatures regains a number of additional hit points equal to the level of the spirit.

    Release. When you release Serenity from your power at the start of your turn (no action required), you are no longer blinded, deafened, frightened, paralysed, poisoned, or stunned.

    Sloth

    Spirits of Sloth inspire sluggishness and laziness of thought and action around you. While Sloth is bound, the ground within 15 feet of you is difficult terrain for your enemies.

    Release. When you release Sloth as a bonus action, you can slow a number of creatures up to the spirit's level that you can see. A target must make a Wisdom saving throw against your spell save DC. On a failed save a target is slowed until the end of their next turn, and can take either an action or bonus action on their turn, not both.

    Sorrow

    The failures of your enemies continue to haunt them in the presence of a spirit of Sorrow. While Sorrow is bound to you, when a creature fails a saving throw against one of your spells of 1st level or higher, it takes psychic damage equal to the spirit's level.

    Release. When Sorrow is released as a bonus action, choose a creature you can see within 30 feet of you. The target has disadvantage on the next attack roll or ability check it makes before the end of its next turn. If it misses that attack roll or fails the ability check, roll a number of d6s equal to the spirit's level. The target takes psychic damage equal to the total.

    Trust

    While emboldened by a spirit of trust, you can help your allies through cooperative spellcasting. While Trust is bound, when you finish a long rest you can choose a number of spells from the witch spell list equal to the spirit's level. You and friendly creatures within 30 feet of you of you know these spells, and always have them prepared, and they don't count against the number of spells an affected creature can know or prepare.

    Release. You can release Trust when you take the Help action, as part of that action. When the target makes the attack roll or ability check that you aided, it can reroll one of the dice once.

    Valor

    Spirits of Valor give those who bind them the power to pull through with confidence against poor odds. While Valor is bound, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened.

    Release. When you release this spirit as a bonus action, you and a number of creatures equal to the spirit's level that you can see within 30 feet of you are no longer frightened.

    Wonder

    You radiate an aura of awe when a spirit of Wonder is bound to you. While Wonder is bound, creatures of your choice within 30 feet of you have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you.

    Release. You can release Wonder from your power as an action to inspire awe in a number of creatures equal to the spirit's level that you can see within 30 feet of you. A target must succeed on a Wisdom saving throw against your spell save DC or be incapacitated and have a speed of 0 until the end of your next turn.

    Witch Spell List



    Cantrips (0 Level)
    • Blade Ward
    • Chill Touch
    • Dancing Lights
    • Friends
    • Fire bolt
    • Guidance
    • Infestation XGtE
    • Mage Hand
    • Mending
    • Mind Sliver TCoE
    • Minor Illusion
    • Poison Spray
    • Resistance
    • Thaumaturgy
    • Toll the Dead XGtE
    • True Strike
    1st Level
    • Animal Friendship
    • Cause Fear XGtE
    • Chaos Bolt XGtE
    • Charm Person
    • Comprehend Languages
    • Cure Wounds
    • Detect Magic
    • Detect Poison and Disease
    • Faerie Fire
    • Find Familiar
    • Healing Word
    • Hex
    • Ice Knife XGtE
    • Longstrider
    • Protection from Evil and Good
    • Purify Food and Drink
    • Speak with Animals
    • Tasha's Caustic Brew TCoE
    • Tasha's Hideous Laughter
    • Witch Bolt
    2nd Level
    • Alter Self
    • Augury
    • Crown of Madness
    • Darkness
    • Darkvision
    • Enhance Ability
    • Enthrall
    • Healing Spirit XGtE
    • Hold Person
    • Lesser Restoration
    • Levitate
    • Locate Animals or Plants
    • Locate Object
    • Mind Spike XGtE
    • Misty Step
    • Moonbeam
    • Nathair's Mischief FToD
    • Protection from Poison
    • Ray of Enfeeblement
    • Shadow Blade XGtE
    • Suggestion
    • Summon Beast TCoE
    • Tasha's Mind Whip TCoE
    3rd Level
    • Bestow Curse
    • Clairvoyance
    • Conjure Animals
    • Dispel Magic
    • Enemies Abound XGtE
    • Fear
    • Fly
    • Life Transference XGtE
    • Magic Circle
    • Major Image
    • Protection from Energy
    • Remove Curse
    • Speak With Dead
    • Spirit Guardians
    • Spirit Shroud TCoE
    • Summon Fey TCoE
    • Summon Lesser Demons XGtE
    • Summon Shadowspawn TCoE
    • Summon Undead TCoE
    • Tiny Servant XGtE
    • Tongues
    • Vampiric Touch
    • Water Walk
    4th Level
    • Banishment
    • Blight
    • Charm Monster XGtE
    • Compulsion
    • Confusion
    • Death Ward
    • Divination
    • Dominate Beast
    • Freedom of Movement
    • Guardian of Nature XGtE
    • Hallucinatory Terrain
    • Locate Creature
    • Polymorph
    • Raulothim's Psychic Lance FToD
    • Shadow of Moil XGtE
    • Summon Greater Demon XGtE
    • Vitriolic Sphere XGtE
    • Wall of Fire
    5th Level
    • Animate Objects
    • Antilife Shell
    • Awaken
    • Commune
    • Contact Other Plane
    • Contagion
    • Danse Macabre XGtE
    • Dominate Person
    • Dream
    • Enervation XGtE
    • Geas
    • Greater Restoration
    • Hold Monster
    • Insect Plague
    • Legend Lore
    • Mass Cure Wounds
    • Modify Memory
    • Negative Energy Flood XGtE
    • Planar Binding
    • Reincarnate
    • Scrying
    • Synaptic Static XGtE
    • Wrath of Nature XGtE
    6th Level
    • Circle of Death
    • Conjure Fey
    • Contingency
    • Create Homunculus XGtE
    • Eyebite
    • Find the Path
    • Heal
    • Mass Suggestion
    • Mental Prison XGtE
    • Primordial Ward XGtE
    • Soul Cage XGtE
    • Summon Fiend TCoE
    • Sunbeam
    • Tasha's Otherwordly Guise TCoE
    • True Seeing
    7th Level
    • Crown of Stars XGtE
    • Dream of the Blue Veil TCoE
    • Etherealness
    • Finger of Death
    • Mirage Arcane
    • Mordenkainen's Magnificent Mansion
    • Plane Shift
    • Power Word Pain XGtE
    • Regenerate
    • Sequester
    • Symbol
    8th Level
    • Abi-Dalzim's Horrid Wilting XGtE
    • Animal Shapes
    • Antipathy/Sympathy
    • Dominate Monster
    • Feeblemind
    • Maddening Darkness XGtE
    • Power Word Stun
    • Sunburst
    9th Level
    • Astral Projection
    • Foresight
    • Invulnerability XGtE
    • Mass Polymorph XGtE
    • Psychic Scream XGtE
    • Shapechange
    • True Polymorph
    • True Resurrection
    • Wish

    XGtE Xanathar's Guide to Everything
    TCoE Tasha's Cauldron of Everything
    FToD Fizban's Treasury of Dragons

    Credits for this class and artwork can be found at The Witch 3.1

    And was made by u/Zarieth and u/WriteOftenPlayNever

    With slight changes by u/Chia_Pet7

    The Wizard

    Wizard

    Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

    Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

    Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

    Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

    Scholars of the Arcane

    Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

    Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

    The Lure of Knowledge

    Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

    But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

    Creating a Wizard

    Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?

    What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.

    Quick Build

    You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

    The Wizard

                                                                                                                                                                                 ---Spell Slots per Spell Level---

    Level Proficiency
    Bonus
    Features Cantrips
    Known
    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Arcane Recovery 3 2
    2nd +2 Arcane Tradition 3 3
    3rd +2 - 3 4 2
    4th +2 Ability Score Improvement 4 4 3
    5th +3 - 4 4 3 2
    6th +3 Arcane Tradition feature 4 4 3 3
    7th +3 - 4 4 3 3 1
    8th +3 Ability Score Improvement 4 4 3 3 2
    9th +4 - 4 4 3 3 3 1
    10th +4 Arcane Tradition feature 5 4 3 3 3 2
    11th +4 - 5 4 3 3 3 2 1
    12th +4 Ability Score Improvement 5 4 3 3 3 2 1
    13th +5 - 5 4 3 3 3 2 1 1
    14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1
    15th +5 - 5 4 3 3 3 2 1 1 1
    16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
    17th +6 - 5 4 3 3 3 2 1 1 1 1
    18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
    20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

    Class Features

    As a wizard, you gain the following class features.

    Hit Points


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

    Proficiencies


    • Armor: None
    • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    • Tools: None
    • Saving Throws: Intelligence, Wisdom
    • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

    Equipment

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

    • (a) a quarterstaff or (b) a dagger
    • (a) a component pouch or (b) an arcane focus
    • (a) a scholar’s pack or (b) an explorer’s pack
    • A spellbook

    Spellcasting

    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

    Cantrips

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

    Spellbook

    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    Preparing and Casting Spells

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

    You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

    Your Spellbook

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

    Spellcasting Ability

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

    Spell save DC = 8 + your proficiency bonus +
    your Intelligence modifier

    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    Ritual Casting

    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

    Spellcasting Focus

    You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

    Learning Spells of 1st Level and Higher

    Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

    For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Arcane Tradition

    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

    Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    Cantrip Formulas

    At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

    Ability Score Improvement

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

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

    Spell Mastery

    At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

    By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

    Signature Spells

    When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

    If you want to cast either spell at a higher level, you must expend a spell slot as normal.

    Arcane Traditions

    The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

    The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

    School of Abjuration

    The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

    Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

    Abjuration Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.

    Arcane Ward

    Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

    While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

    Once you create the ward, you can't create it again until you finish a long rest.

    Projected Ward

    Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

    Improved Abjuration

    Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

    Spell Resistance

    Starting at 14th level, you have advantage on saving throws against spells.

    Furthermore, you have resistance against the damage of spells.

    School of Conjuration

    As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

    Conjuration Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

    Minor Conjuration

    Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

    The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

    Benign Transportation

    Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

    Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

    Focused Conjuration

    Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

    Durable Summons

    Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

    School of Divination

    The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

    Divination Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

    Portent

    Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

    Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

    Expert Divination

    Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

    The Third Eye

    Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

    Darkvision. You gain darkvision out to a range of 60 feet.

    Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

    Greater Comprehension. You can read any language.

    See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

    Greater Portent

    Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

    School of Enchantment

    As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

    Enchantment Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

    Hypnotic Gaze

    Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

    On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

    Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

    Instinctive Charm

    Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

    On a successful save, you can't use this feature on the attacker again until you finish a long rest.

    You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

    Split Enchantment

    Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

    Alter Memories

    At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

    Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

    School of Evocation

    You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

    Evocation Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

    Sculpt Spells

    Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other 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 throws against the spell, and they take no damage if they would normally take half damage on a successful save.

    Potent Cantrip

    Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

    Empowered Evocation

    Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

    Overchannel

    Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

    The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

    School of Illusion

    You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

    Illusion Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.

    Improved Minor Illusion

    When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

    When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

    Malleable Illusions

    Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

    Illusory Self

    Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

    Illusory Reality

    By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an 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 on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

    The object can't deal damage or otherwise directly harm anyone.

    School of Necromancy

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

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

    Necromancy Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

    Grim Harvest

    At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

    Undead Thralls

    At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

    Whenever you create an undead using a necromancy spell, it has additional benefits:

    • The creature's hit point maximum is increased by an amount equal to your wizard level.
    • The creature adds your proficiency bonus to its weapon damage rolls.

    Inured to Undeath

    Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

    Command Undead

    Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

    Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

    School of Transmutation

    You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

    Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

    Transmutation Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.

    Minor Alchemy

    Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

    Transmuter's Stone

    Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

    • Darkvision out to a range of 60 feet
    • An increase to speed of 10 feet while the creature is unencumbered
    • Proficiency in Constitution saving throws
    • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

    Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

    If you create a new transmuter's stone, the previous one ceases to function.

    Shapechanger

    At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

    Once you cast Polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

    Master Transmuter

    Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

    Major Transformation. You can transmute one nonmagical object – no larger than a 5-foot cube – into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

    Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.

    Restore Life. You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.

    Restore Youth. You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.

    School of War Magic

    A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.

    Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

    In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"

    Arcane Deflection

    At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can 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 other than cantrips until the end of your next turn.

    Tactical Wit

    Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

    Power Surge

    Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

    You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

    Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

    Durable Magic

    Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

    Deflecting Shroud

    At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.

    Order of Bladesong

    Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

    In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

    You also gain proficiency in the Performance skill if you don’t already have it.

    Bladesong

    Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

    While your Bladesong is active, you gain the following benefits:

    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

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

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

    Song of Defense

    Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

    Song of Victory

    Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

    Order of Scribes

    Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

    Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

    Wizardly Quill

    At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

    • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
    • The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.
    • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

    This quill disappears if you create another one or if you die.

    Awakened Spellbook

    Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

    At 2nd level, while you are holding the book, it grants you the following benefits:

    • You can use the book as a spellcasting focus for your wizard spells.
    • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
    • When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

    If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

    Manifest Mind

    At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

    While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

    Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

    The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

    Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

    Master Scriviner

    At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

    The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

    You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

    One with the Word

    At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

    Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.

    Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.

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

    Part 5

    Character Equipment

    Part 6

    Spells

    Part 7

    Dragonmaw Atlas

    Regions.

    Black Iron Mountains

    The Black Iron Mountains is a majestic mountainous region known for its towering peaks and rugged terrain. The symbol of the area is a black shield with a white anvil, which represents the sturdy and reliable nature of the region's inhabitants. The ruler of the Black Iron Mountains is Dulrun Sternmantle, a respected leader who commands the loyalty of the area's residents.

    The population of the Black Iron Mountains is estimated to be around 50,000 individuals, with the majority of the residents being dwarves (80%) followed by humans (10%), minotuars (5%), and other races (5%). The capitol of the area is Khundrukar, a bustling city with a population of 15,000 dwarves and 2,000 individuals of other races.

    In addition to Khundrukar, the Black Iron Mountains also contains the city of Volrundun and the town of Lochtown. The cities and towns are thriving communities that are home to a diverse range of individuals, each contributing to the unique culture and character of the Black Iron Mountains.

    The residents of the Black Iron Mountains worship several gods, including Duenor, Drina, Khaldos, and Modes. These gods are revered for their wisdom, power, and protection, and are an integral part of the religious and cultural fabric of the area.

    In conclusion, the Black Iron Mountains is a rugged and magnificent region that is home to a strong and resilient population. The region is rich in culture, history, and tradition, and is sure to leave a lasting impression on anyone who visits.

    Black Cliffs Outpost: Black Cliffs Outpost is a small settlement built into the east side of a mountain within the Black Iron Mountains territory. The outpost is strategically located to overlook a small forest to the east and serves as a critical point of defense for the region. The outpost is rugged and sturdy, designed to withstand the harsh elements of the mountains. It is home to a small community of warriors, scouts, and traders who are dedicated to defending the area and keeping trade routes open.

    Loch Landing: Loch Landing is a town located a bit southwest of the capitol city of Khundrukar. The town is known for its connection to the river that flows south to the Black Iron Loch, a large body of water that provides a significant source of commerce for the region. The town is a hub of activity, with goods being received and sent along the river and through the lake, connecting Loch Landing to the larger trade network of the Black Iron Mountains.

    Lochtown: Lochtown is a port town located on the wooded northeast coast of the Black Iron Loch. The town is a bustling center of commerce, with ships and boats coming and going from the lake, transporting goods and travelers to and from the surrounding region. The town is surrounded by lush forests and rolling hills, providing a beautiful backdrop to the hustle and bustle of trade and commerce.

    Streamford: Streamford is a small village located a few miles northwest of the Black Iron Loch, along a stream that flows from low mountains to the northwest to the southeast. The village is a peaceful community, surrounded by rolling hills and scenic meadows. The stream provides a source of water for the villagers, and the fertile soil along its banks supports a variety of crops and livestock. The village is known for its tight-knit community and its traditional way of life, making it a charming and picturesque place to visit.

    Black Iron Mountains

    Link to Region map


    Symbol: Black shield with white anvil
    Ruler: Dulrun Sternmantle.
    Population: 50,000 est. total, 80% Dwarves, 10% Humans, 5% Minotuars, 5% others.
    Capitol: Khundrukar. 15,000 Dwarves, 2,000 others of various races.
    Cities: Volrundun
    Towns: Lochtown.
    Gods: Duenor, Drina, Khaldos, Modes.

    Khundrukar is the bustling capitol city of the Black Iron Mountains and the heart of the dwarven community within the region. This underground city is renowned for its production of refined goods such as metal tools, armor, weapons, and more. Khundrukar is a complex network of tunnels and caverns, filled with dwarves hard at work in their various crafts and trades.

    Here are 15 specific locations within the city of Khundrukar:

    The Great Forge: This massive furnace lies at the center of the city, fueling the production of the finest metal goods in the region.

    The Smithy: Here, dwarves can be found hammering hot metal into intricate shapes and designs, crafting everything from fine jewelry to heavy armor.

    The Barracks: This military training center is home to the elite dwarven warriors who defend the city and the surrounding area.

    The Library: The Khundrukar Library is a repository of knowledge and history, filled with ancient tomes and maps.

    The Marketplace: The bustling marketplace is filled with vendors selling everything from exotic spices to the finest crafted goods.

    The Temple of Duenor: This grand temple is dedicated to the god of dwarves, Duenor, and is the center of religious life in the city.

    The Hall of Records: The Hall of Records is where the city's history and genealogy is meticulously maintained.

    The Mint: Here, the dwarves of Khundrukar produce their own currency, which is used throughout the region.

    The Inn: The Inn is a bustling place where travelers and locals alike come to share stories, enjoy a meal, and find a bed for the night.

    The Stables: The Stables provide a place for the dwarves' trusty mounts to rest and be cared for.

    The Brewery: The Brewery is where the dwarves produce their famous ales and stouts.

    The Arena: The Arena is a place where dwarves can engage in physical competition and prove their prowess.

    The Training Grounds: The Training Grounds provide a place for young dwarves to hone their skills and prepare for their future roles in the city.

    The Blacksmith's Quarter: This section of the city is dedicated to the many blacksmiths who work tirelessly to create the finest metal goods in the land.

    The Royal Palace: This grand structure is the home of Dulrun Sternmantle, the ruler of the Black Iron Mountains, and is a symbol of the city's wealth and power.

    Each of these locations contributes to the rich fabric of life in Khundrukar, making it a thriving and bustling city that is a joy to explore.

    Brightshire

    Brightshire

    Link to Region map
    Symbol: Green and blue shield and yellow sunrise.
    Ruler: Almericus Brightmane
    Population: 100,000 est. total, 60% Catfolk, 20% Human, 10% gnolls, 5% Halfling, 5% Others
    Capitol: Staghold 10,000 Catfolk, 3,000 human, 1,000 gnolls, 1,000 others
    Cities: Sandworth Landing.
    Towns: Breakwater, Greenmeadow, Highborough, Pinehold, Riverfort, Rockbrook, Tripath, Whithallow
    Gods: Dymera, Drina, Khaldos, Diamanda, Tempor Lycia.

    Clearwall

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Cumberland

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Silvershire

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Direlands

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Dragon's Gate

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Dragon's Maw Mountains

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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Dragon's Spine Peaks

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Durlander

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Eastern Reach

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Embermoor

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Feywyld Forest

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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Gloomwood Forest

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Greater Feywyld

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Northern Feywyld

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Southern Feywyld

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Timberfall

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Fieldshire

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Frostwood

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Gladeshire

    Link to Region map
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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Horn Hold

    Link to Region map
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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Horned Peaks

    Link to Region map
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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Khulrunder

    Link to Region map
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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Khundrukar

    Link to Region map
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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Knightholme

    Link to Region map
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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Kurst

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Meadowlands

    Link to Region map
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    Ruler: If there even is a ruler or rulers.
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    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Elven Realm of Mythindia

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
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    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Oakenmere

    Link to Region map
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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Pumwaraan Jungle

    Link to Region map
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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Ravenhold

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Raven Ridge Hills

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Rimeland

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Scorching Wastes

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Seawatch

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Stone Shield Mountains

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Summerland

    Link to Region map
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    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Summerwind Isles

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    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Tenebrous Moors

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    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Thornwood

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Uncharted Isles

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
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    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Untamed Plains

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Volrankur

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Volrundin

    Link to Region map
    Symbol: Description of the Heraldry
    or Shield of land or map.
    Ruler: If there even is a ruler or rulers.
    Population: Rough Estimate of total Inhabitants
    and their makeup race wise.
    Capitol: If there is one, with population.
    Cities: Names of any major cities in the region.
    Towns: Names of any notable towns in the region.
    Gods: Names of gods typically followed in the region.

    Black Iron Mountains

    Blasted Plains

    Brightshire

    Clearwall

    Cumberland

    Dernor

    Direlands

    Dragon's Gate

    Dragon's Maw Mountains

    Dragon's Spine Mountains

    Dulrander

    Eastern Peaks

    Eastern Reach

    Embermoor

    Emerald Jungle

    Feywyld Forest

    Gloomwood Forest

    Greater Feywyld

    Northern Feywyld

    Southern Feywyld

    Timberfall

    Fieldshire

    Frostwood

    Gladeshire

    Horn Hold

    Horned Peaks

    Khulrunder

    Khundrukar

    Knightholme

    Kurst

    Meadowlands

    Mythlindia, Elven Realm of

    Oaken Woods

    Pumwaraan Tangles

    Ravenhold

    Raven Ridge Hills

    Rimeland

    Scorching Wastes

    Seawatch

    Stone Shield Mountains

    Summerland

    Summerland Peaks

    Summerwind Isles

    Sunderstall

    Tenebrous Moors

    Thornwood

    Uncharted Isles

    The Untamed Plains

    Volranker

    Volrundin

    Chapter 5: Spells

    Chapter 6: Deities

    Divine Domains

    The following Divine Domains are found in the Dragonsmaw Chronicles: Arcana, Chaos, Darkness, Death, Forge, Grave, Justice, Knowledge, Life, Light, Love, Lust, Nature, Order, Peace, Tempest, Trickery, Twilight, War

    Gods of Dragonsmaw

    Gods of Light
    Deity Alignment Domains Symbol
         Duenor, God of Creation LG Forge, Knowledge Anvil wreathed in Flame
         Dymera, Goddess of Life NG Life, Grave, Nature, Twilight Tree above Water
         Khaldos, God of Justice LG Justice, Order, War Scales of Balance on Shield
         Drina, Goddess of Artistic Beauty CG Peace, Knowledge Harp and Lyre
         Nyphine, Goddess of Love CG Life, Love, Lust, Tempest Heart on Fire
         Nova, Goddess of Celestial Light NG Light, Life, Twilight Sun surrounded by 5 equidistant stars.
    Gods of Balance
    Deity Alignment Domains Symbol
         Aquilus, God of the Sea CN Tempest, Nature Trident and Fish
         Diamanda, Goddess of Nature N Nature, Life Tree surrounded by Animals
         Lycia, Goddess of the Harvest LN Nature, Life, Twilight Cornucopia
         Lykomedes, God of Knowledge and Magic LN Arcana, Knowledge Staff behind open Book
         Modes, God of Merchants N Order, Trickery Pile of Coins
         Tempor, God of Storms. CN Chaos, Tempest, Nature Thundercloud and Lightning Bolts
    Gods of Darkness
    Deity Alignment Domains Symbol
         Chersis, God of Murder LE Death, Trickery Bloody Dagger below Grinning Skull
         Dea'Monia, Goddess of Chaos CE Chaos, Trickery, Tempest Strange Chaotic Symbol
         Eukithor, God of Slaughter CE War, Chaos, Death Hand holding Bloody Heart
         Noctucala, Goddess of Vice NE Lust, Trickery Open mouth
         Vexa'Scion, The Dark God LE Darkness, Death, War Black Skull
         Zel'Roth, God of Disease and Undeath NE Death, Nature Withered Heart

    Gods of Light

    Duenor, God of Creation

    Dymera, Goddess of Life

    Khaldos, God of Justice

    Drina, Goddess of Artistic Beauty

    Nova, Goddess of Celestial Light

    Nyphine, Goddess of Love

    Nova, Goddess of Celestial Light

    bunch of text in italics

    Divine Domains:

    Neutral Gods

    Aquilus, God of the Sea.

    Diamanda, Goddess of Nature

    Lycia, Goddess of the Harvest

    Lykomedes, God of Knowledge and Magic

    Modes, God of Merchants

    Tempor, God of Storms.

    Gods of Darkness

    Chersis, God of Murder

    Dea'Monia, Goddess of Chaos

    Eukithor, God of Slaughter

    Noctucala, Goddess of Vice

    Vexa'Scion, The Dark God

    Zel'Roth, God of Disease and Undeath

    Nonhumanoid Gods

    Xexzies, God of Dragons

    Chapter 7: Factions

    Practice

    Safe

    Homebrewing

    People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

    What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

    So go ahead, remove this chunk of copy and tell everyone who inspired you.

    Cover Art: Lindsey Burcar

    When you're ready to share with the community, don't forget to mark your document as public so people can find it in the GM Binder Search

    More Credits

    Cover Art: "Talindor's Guest" By Lindsey Burcar Dragonmaw Map: By Paul Carnahan

    Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!

     

    This document was lovingly created using GM Binder.


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