Fifth Edition Revised

by grinko

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5th Edition, Revised

Playing the game

Beyond 1st level

When your class has a d6 hit die and you roll a 1 to increase your maximum hit points, you can reroll the die. Similarly, if your hit die is a d8 or higher, you can reroll any 1 or 2.

Multi-classing

Gaining a level in a different class than the one your character begins with should make narrative sense and requires permission by the DM. Unless explicitly allowed, you cannot multi-class into a class whose powers are derived from the character background, like Sorcerer or Warlock.

Using Ability Scores

Intelligence

Additional proficiencies

Your Intelligence gives you a greater capacity to master different skills and languages. You gain an additional proficiency from the following table once you meet the Intelligence score prerequisite.

If you gain an additional skill proficiency, your choice must come from the skill proficiencies offered by your class.


For example, a Wizard with an Intelligence score of 15 gains one additional tool proficiency and learns one language of their choice, and also gains one skill proficiency from Arcana, History, Insight, Investigation, Medicine or Religion.

Intelligence proficiencies
Min. score Proficiency
11 tool proficiency
13 skill proficiency
15 language
17 tool proficiency
19 skill proficiency

Temporary effects that change your Intelligence score (such as magic items and spell effects) have no effect on the number of proficiencies or languages you gain from this feature.

Resting

Short Rest

A short rest is a period of downtime, at least 15 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

Combat

Advantage and Disadvantage

A creature cannot gain advantage on attack rolls if it can't see its target, the target is not unconscious or paralyzed, and it doesn't have an ability to sense its target without sight (like Blindsight or Tremorsense).

Dropping to 0 Hit Points

You make your death saving throws in secret. Only you and the DM know the outcome of the roll and your current count of successes and failures.

Flanking

When a creature and at least one of its allies are adjacent to an enemy they can see and on opposite sides or corners of the enemy's space, they are flanking that enemy. While a creature is incapacitated, prone, restrained, or flanked, it is incapable of flanking. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.

A creature that is flanked suffers a -2 penalty to AC and Dexterity saving throws.

At the DM's discretion, creatures that are not disadvantaged by multiple opponents due to their type (like Oozes) are immune to being flanked.

Hitting Cover

The optional rule from the Dungeon Master's Guide, p272, applies when hitting targets behind cover:


If an attack roll falls within a range low enough to miss the target but high enough to strike the target without the bonus provided by cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.

Ammunition

You can spend 1 minute after combat to recover every spear, javelin, dagger, or other melee weapon with the Thrown property that you used for ranged attacks in the area, except those that the DM determines to be irrecoverable.

Similarly, you can recover every arrow, bolt, dart, or stone used in a ranged attack that scored a regular hit, except those that the DM determines to be irrecoverable. Ammunition used for attacks that missed or scored a critical hit are irrecoverable.

Actions in Combat

The following combat action options from the Dungeon Master's Guide, p271, are also allowed:

Climb onto a Bigger Creature

A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to the DM's discretion. The larger creature can dislodge the smaller creature as an action - knocking it off, scraping it against a wall, or grabbing and throwing it - by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Overrun

When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

Shove Aside

A creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

Tumble

A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

Races

Customizing Your Origin

The "Custom Lineage" from Tasha's Cauldron of Everything is not allowed.


Using any of the customization rules in Tasha's Cauldron of Everything is subject to approval by the DM.

Ability Score Increases

If you'd like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here's how to do it: take any +1 ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20. Alternatively, if two increases are made to pre-determined scores, you can swap them.


For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Constitution by 2 and your Charisma by 1, or you could increase your Constitution by 1 and your Wisdom by 2.

Proficiencies

Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace up to two of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.

Proficiency Swaps
Proficiency Replacement Proficiency
Skill Skill or tool
Simple weapon Simple weapon or tool
Martial weapon Simple/martial weapon or tool
Tool Tool

A tool must be a set of artisan's tools or a musical instrument.

Aasimar

Scourge Aasimar

Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.


Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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, you and each creature of your choice within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, 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 a spell. The extra radiant damage equals your level.


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

Dragonborn

Natural Armor. Your scales protect you from harm. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Dragon Claws. You have retractable claws extending from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Human

The "Variant Human" is not allowed.


Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1.


Natural Learners. You gain proficiency in one skill of your choice and one set of artisan's tools or one musical instrument of your choice.


Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.

Satyr

Magic Resistance. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Yuan-ti Pureblood

Magic Resistance. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Customization Options

Feats

Starting with a feat

If your campaign uses the optional feat rules and you are using the Standard Array or Point Buy methods to determine the ability scores of your character, you additionally choose a feat as part of creating your character. This feat represents the specialization of your character's heritage, upbringing, or education.


You must meet all prerequisites of this feat by your choice of race, class, or background at the time of character creation. For example, if you choose a feat that only requires the ability to cast a spell, you meet the prerequisite for this feat only if you chose a race that can cast a spell at level 1, or a class that starts with the Spellcasting or Pact Magic feature.

Artificer

Spellcasting

You learn the mending cantrip, and it doesn't count against the number of artificer cantrips you know.

Artificer Specialist

Alchemist

Experimental Elixir

Whenever you roll on any Experimental Elixir table, you can choose any effect with a number equal or less than the number you rolled.

Improved Experimental Elixir

Starting at 9th level, your potions become more potent. You can use the following table to determine the effects of elixirs you create at the end of a long rest or using a spell slot of 2nd level or higher:

Improved Experimental Elixir
d8 Effect
1 Healing. The drinker regains a number of hit points equal to 4d4 + your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for 8 hours.
3 Resilience. The drinker gains a +1 bonus to AC for 1 hour.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next 10 minutes.
5 Flight. The drinker gains a flying speed of 10 feet for 1 hour.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 hour.
7 Growth. The drinker's body is enlarged as if by the Enlarge effect of the enlarge/reduce spell for 1 minute.
8 Acumen. The drinker can roll a d4 and add the number rolled to every ability check they make for the next 10 minutes.

Superior Experimental Elixir

Also starting at 15th level, your study of experimental elixirs pushes their potency to the limits of your craft. You can use the following table to determine the effects of elixirs you create at the end of a long rest or using a spell slot of 4th level or higher:

Superior Experimental Elixir
d10 Effect
1 Healing. The drinker regains a number of hit points equal to 8d4 + your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 20 feet for 8 hours.
3 Resilience. The drinker gains a +1 bonus to AC for 8 hours.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for 1 hour.
5 Flight. The drinker gains a flying speed of 20 feet for 1 hour.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 8 hours.
7 Growth. The drinker's body is enlarged as if by the Enlarge effect of the enlarge/reduce spell for 10 minutes.
8 Acumen. The drinker can roll a d4 and add the number rolled to every ability check they make for 1 hour.
9 Sight. The drinker gains truesight up to a range of 60 feet for 10 minutes.
10 Resistance. The drinker gains resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 minute.

Armorer

Armorer Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
3rd magic missile, shield
5th mirror image, shatter
9th hypnotic pattern, lightning bolt
13th fire shield, greater invisibility
17th far step, wall of force

Arcane Armor

You gain the benefits of wielding a shield while wearing the Arcane Armor. You lose this benefit if you wield another shield or a weapon other than the special weapon provided by your Arcane Armor. This integrated shield counts as a separate item for the purposes of your Infuse Items feature.


Additionally, as an action with your smith's tools in hand, you can integrate any Wondrous Item that doesn't require attunement or that you are attuned to into your Arcane Armor. You choose its appearance on your armor and can activate it while the armor is deployed.

Any item integrated this way detaches and appears in the nearest unoccupied space of the armor if you use an action to detach it, the armor ceases to be Arcane Armor, or your attunement to the item ends (if it requires attunement).

Armor Model

  • Thunder Gauntlets (Guardian). Each of the armor's gauntlets counts as a light, simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field (Guardian). As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a short or long rest.
  • Powered Limbs (Guardian). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Second Skin (Infiltrator). When you retract or deploy the helmet, you can instead retract or deploy the entire armor. While retracted, you don't gain the benefit of its integrated shield, the armor's weight is negligible, and it becomes formfitting and wearable under clothing.

Armor Modifications

9th-level Armorer feature


You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), shield, boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. If your Arcane Armor is magical, only the chest piece counts as magical for the purposes of your Infuse Items feature.

In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Armor

Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a short or long rest.

Barbarian

Primal Paths

Battlerager

Battlerager Armor

When you choose this path at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.


You also gain the ability to create and use spiked armor. You can turn any suit of medium armor into spiked armor with your smith's tools in hand, 1 hour of uninterrupted work and 25 GP worth of materials. It then becomes spiked armor in addition to all its other properties.


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 at 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 piercing damage equal to your proficiency bonus if your grapple check succeeds.

Spiked Retribution

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

Berserker

Frenzy

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

Tireless Rage

Also starting at 6th level, you ignore the effects of Exhaustion while you are raging.

Intimidating Presence

Beginning at 10th level, you can use your bonus 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 bonus 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.

Storm Herald

Storm Aura

Starting 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, and when you finish a long rest in a desert, at sea, or in the tundra, you can change your environment choice to the area you are in.


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 3 fire damage each. The damage increases when you reach certain levels in this class, increasing to 4 at 5th level, 5 at 10th level, 6 at 15th level, and 7 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 1d8 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 2d8 at 10th level, 3d8 at 15th level, and 4d8 at 20th level.

Tundra. When this effect is activated, each creature of your choice in your aura gains 3 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 4 at 5th level, 5 at 10th level, 6 at 15th level, and 7 at 20th level.

Bard

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. At the beginning of your turn, you can start a performance (no action required) that lasts up to 10 minutes. 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 lose concentration (as if concentrating on a spell).


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

Magical Secrets

The spells you choose at 10th, 14th and 18th level must come from the Cleric, Druid, Sorcerer, Wizard, or Warlock class.

Superior Inspiration

At 20th level, when you roll for initiative, you regain all uses of your Bardic Inspiration.

Bard Colleges

College of Creation

Performance of Creation

Using the item you create as a material component for a spell causes that spell to fail.

College of Eloquence

Silver Tongue

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 7 or lower as an 8.

Unsettling Words

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. When you deal psychic damage to a creature, you can expend one use of your Bardic Inspiration. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the end of your next turn.

College of Lore

Additional Magical Secrets

The spells you choose at 6th level must come from the Cleric, Druid, Sorcerer, Wizard, or Warlock class.

College of Spirits

Spiritual Focus

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

College of Valor

Bonus Proficiencies

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

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.

Cleric

Channel Divinity

Channel Divinity: Harness Divine Power

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 1st-level spell slot. 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.

Divine Domains

Nature Domain

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 is harmed by you or your companions. While it is charmed by you, it is friendly to you and other creatures you designate.

Master of Nature

At 17th level, you are always under the effects of a speak with animals spell, and beasts and plants of CR 4 or lower automatically fail their saving throw against being charmed by you.


Additionally, you can verbally command what each beast or plant charmed by you will do on its turn (no action required).

Peace Domain

Emboldening Bond

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 is under the effects of the bless and guidance spells, but can benefit from this ability 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.

Protective Bond

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 from a hostile creature, 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.

Twilight Domain

Domain Spells

Cleric Level Spell
1st faerie fire, sleep
3rd moonbeam, see invisibility
5th catnap, Leomund's tiny hut
7th Mordenkainen's private sanctum, greater invisibility
9th dream, mislead

Channel Divinity: Twilight Sanctuary

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 10-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell). 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 + your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

Twilight Shroud

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, and the range increases to 30 feet.

Druid

Druid Circles

Circle of Dreams

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, your allies, and any light from open flames in the sphere (a campfire, torches, or the like) aren't visible outside it.


The sphere vanishes at the end of the rest, when a creature in the sphere makes an attack or casts a spell, or when you leave the sphere.

Circle of the Land

Circle Spells

When you finish a long rest in one of the environments you can choose from the Circle Spells list, you can draw on the innate power of the land. If you do, you change your environment choice to the environment you are in, replacing all circle spells with the ones from the new environment.


Alternatively, you can change your environment back to the one you chose when you gained this feature.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain or difficult terrain created by your spells costs you no extra movement. You can also pass through nonmagical plants or magical plants you summoned without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.


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

Circle of Spores

Symbiotic Entity

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 have less than half your hit points left, or until you use your Wild Shape again.

Circle of Stars

Starry 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 1d8 radiant damage.

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 1d8 hit points.

Dragon. A constellation of a wise dragon appears on you. You have advantage on Intelligence and a Wisdom checks and Constitution saving throws to maintain concentration on a spell.

Circle of Wildfire

Circle Spells

Druid Level Spell
1st burning hands, cure wounds
3rd flaming sphere, scorching ray
5th plant growth, revivify
7th fire shield, wall of fire
9th immolation, mass cure wounds

Fighter

Indomitable

Beginning at 9th level, your exceptional discipline allows you to withstand effects that would overwhelm others.


When you are forced to make a saving throw, you can choose to succeed instead of rolling. If you do, you can't do so 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

Champion

Versatile Fighter

Beginning at 3rd level, your extensive training allows you to shift your focus towards different fighting styles. Whenever you finish a long rest, you can replace one option you chose for the Fighting Style class feature with a different one.

Champion's Exploit

Starting at 7th level, you can press your advantage when you deal a devastating blow to an enemy. When you score a critical hit with a melee weapon against a creature on your turn, you can perform one of the following maneuvers as a bonus action:

  • Cleave. You can make a melee weapon attack against any number of creatures other than your target within 5 feet of you, with a separate attack roll for each target.
  • Repositioning. You can move up to half your speed without provoking opportunity attacks.
  • Sudden Defense. You take the Dodge action.

Dominating Skill

Starting at 10th level, whenever you make a Charisma (Performance) or Charisma (Intimidation) check related to your weapon skills, you can give yourself a bonus on the check equal to your Strength or Dexterity modifier (your choice).

Arcane Archer

Arcane Shot

You learn three, rather than two, Arcane Shot options of your choice and can use this ability a number of times equal to your Intelligence modifier (minimum 1) instead of twice.

Arcane Shot Options

Banishing Arrow. After you reach 10th level in this class, a target also takes 1d6 force damage when the arrow hits it. At 18th level, the damage increases to 2d6.


Beguiling Arrow. The psychic damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6.


Bursting Arrow. The force damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6.


Enfeebling Arrow. The necrotic damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6.


Grasping Arrow. The poison damage and slashing damage both increase to 3d6 when you reach 10th level in this class. At 18th level, they both increase to 4d6.


Piercing Arrow. The piercing damage increases to 2d6 when you reach 10th level in this class. At 18th level, the damage increases to 3d6.


Seeking Arrow. The force damage increases to 2d6 when you reach 10th level in this class. At 18th level, the damage increases to 3d6.


Shadow Arrow. The psychic damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6.

Banneret (Purple Dragon Knight)

Battle Tactics

Starting at 3rd level, your allies benefit from your tactical prowess. When you roll for initiative, you can swap your place in the initiative order with an ally within 30 feet of you, provided that the ally can see or hear you.

Rallying Cry

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you to gain the same amount of hit points, provided that the creature can see or hear you.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose up to two creatures within 60 feet of you that are allied with you. Each one can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to your allies.


Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to succeed on 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 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.

Exalted Presence

This feature replaces the Inspiring Surge feature.


Starting at 18th level, your presence inspires your allies to withstand any defeat. When a creature affected by your Rallying Cry during your last turn is reduced to 0 hit points, but not killed outright, it is reduced to 1 hit point instead. It must then finish a long rest before it can benefit from this feature again.

Rune Knight

Rune Carver

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, granting you temporary hit points equal to twice your level + your Constitution modifier. 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. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Monk

Ki

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 10 minutes of the rest meditating to regain your ki points.

Ability Score Improvement

When you reach 10th 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.


If your DM allows the use of feats, you may instead take a feat.

Purity of Body

At 13th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Ki Improvement

At 15th level, your mastery of ki grants you the following benefits when using a ki feature:

Flurry of Blows

The number of unarmed strikes you make with your Flurry of Blows increases by 1, for a total of 3 attacks.

Patient Defense

When a creature within 5 feet of you makes an attack while you are dodging, you can use your reaction to make an unarmed strike against that creature.

Step of the Wind

You gain the benefits of both the Dash and the Disengage action when you use your Step of the Wind.

Perfect Self

Starting at 20th level, you may regain 1 ki point at the beginning of your turn.

Monastic Traditions

Origin of this adaptation

This is a slightly modified version of the Way of the Four Elements Remastered, found under this link: https://drive.google.com/file/d/0B1pdYIcfHauw NDM2My1XeWFYSDA/view

Way of the Four Elements

This monastic tradition is replaced with the following:

Disciple of the Elements

At 3rd level, you learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend ki points when you use them.

You learn the Elemental Initiate discipline and two disciplines of your choice, which are detailed in the sections below. You learn two additional disciplines 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. When you cast a spell with a discipline, it is cast at the spell's lowest level unless otherwise specified.

Wisdom is your spellcasting ability for any spells cast with an elemental discipline. 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 spell you cast through an elemental discipline 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

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 2 ki points to cast it as a 2nd-level spell (the discipline's base cost of 1 ki point plus 1).

The maximum number of ki points (base ki point cost plus any additional points) that you can spend on any spell is 2, unless a discipline specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.

Spell descriptions

Spells marked with an asterisk (*) can be found in Xanathar's Guide to Everything.

Disciplines of the Initiate

Starting at 3rd level, you can learn the following disciplines:

Become the Teapot. You roll with the incoming energy, attuning to element, becoming it. You can spend 1 ki point to cast absorb elements*.

Effortless Step. The air around you works in unison with your movements, rising you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you have advantage on Strength (Athletics) checks related to jumping.

Elemental Initiate. You learn two of the following cantrips: control flames*, gust*, mold earth*, or shape water*. You learn the remaining cantrips from this list at 6th level.

Enduring Mountain Stance. As your ki roots you to the ground, your body and mind become as rigid and unyielding as the ground below you. When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will, even if magically compelled to do so. This effect lasts until the beginning of your next turn. You must be standing on the ground to use this ability.

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 5 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 the first attack that hits on that turn deals an extra 1d10 fire damage. You can spend 1 ki point on any subsequent hit on that turn to also deal an extra 1d10 fire damage.

Fang of the Frost Wolf. You summon a shard of razor-sharp ice and fling it at your foe. You can spend 1 ki point to cast ice knife*.

Fist of Four Thunders. You slam your fists together in front of you, causing a thunderous boom that blows away everything around you. You can spend 1 ki point to cast thunderwave.

Fist of Unbroken Air. You can create blasts of compressed air that strike like a mighty fist. When you use the Attack action on your turn, you can spend 1 ki point to increase your reach by 10 feet for that action, as well as the rest of the turn. Once on that turn when such an attack hits, you can force the target to make a Strength saving throw or be pushed back 10 feet and be knocked prone.

Golden Snake's Icy Path. Whenever you take the Dash action, you can leave a trail of slippery ice for any movement you make along a surface during that turn. This ice counts as difficult terrain and lasts until the start of your next turn.

Rumbling Badger. You shake the ground, causing a tremor that knocks over your foes. You can spend 1 ki point to cast earth tremor*.

Rush of the Gale Spirits. You send a blast of air outward with a thrust of your open palm. You can spend 2 ki points to cast gust of wind.

Shape the Raincloud. You can spend 1 ki point to cast create or destroy water.

Sweeping Cinder Strike. With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can spend 1 ki point to cast burning hands.

Water Whip. You can spend 1 ki point as a bonus 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 bludgeoning damage equal to your Martial Arts die + your Wisdom modifier, 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. You cannot use this discipline and cast a spell during the same turn.

Disciplines of the Adept

Starting at 6th level, you can learn the following disciplines:

A Leaf on the Wind. A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use as long as you are conscious and not incapacitated, and it negates all falling damage regardless of distance. You may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.

Burning Ember Flourish. You reach out with your ki to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke. You can spend 2 ki points to cast pyrotechnics*.

Crushing Hand of the Mountain. You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 2 ki points to cast Maximilian's earthen grasp*.

Curtain of Unyielding Wind. You let out a fierce howl as a mighty wind begins swirling around you. You can spend 2 ki points to cast warding wind*.

Gong of the Summit. You strike the air as if it were a gong. You can spend 2 ki points to cast shatter.

Hatchling's Flame. You focus your ki into a torrent of fire that streaks away from you. You can spend 2 ki points to cast Aganazzar's scorcher*.

Impenetrable Iron Tortoise Shell. You summon an earthen barrier to defend an ally. As a reaction, you may spend 2 ki points to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack.

If you reduce the damage to 0, you can't make an attack with it.

Mote of the Sun. Your ki manifests as a roaring orb of fire. You can spend 2 ki points to cast flaming sphere.

Patient Badger Listens. You reach out with your ki to the ground beneath you. You can spend 2 ki points as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.

Red Dragon's Claws. Rays of fire spring from your outstretched hand to sear your foes. You can spend 2 ki points to cast scorching ray.

Swarming Ice Rabbit. Your ki forms a flurry of snowballs erupting from a point you choose within range. You can spend 2 ki points to cast Snilloc's snowball swarm*.

Water Jet. You can spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space adjacent to the line.

Disciplines of the Master

Starting at 11th level, you can learn the following disciplines:

Dance of Three Ways. You summon six spheres of earth from the ground, suspend them in the air around you and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 ki points to cast Melf's minute meteors*.

Earth Reaches for Sky. Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 ki points to cast erupting earth*.

Eternal Mountain Defense. Your body hardens to stone, nearly impervious to weapons. You can spend 4 ki points to cast stoneskin, targeting yourself.

Flames of the Phoenix. With a hand motion, you conjure a tiny bead of burning energy. You spend 3 ki points to cast fireball.

Fist of the Elements. The elements swirl around your weapon. You can spend 3 ki points to cast elemental weapon (cold, fire, or thunder only). Your unarmed strikes count as a weapon for the purposes of this discipline.

Hua's Water Prison. You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 4 ki points to cast watery sphere*.

Mist Stance. A swirling mist envelopes your body and you merge with it, becoming a cloud. You can spend 3 ki points to cast gaseous form, targeting yourself.

One with the Tides. You reach out with your ki and become one with water. You spend 2 ki points as an action to gain underwater adaptations for 8 hours.

While this ability is active, you can breathe normally underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 60 feet while underwater.

Rain of the Frigid Glacier. You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 3 ki points to cast sleet storm.

Raise the Troubled Earth. You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You can spend 3 ki points to cast wall of sand*.

Raise the Still Waters. Though water can give way easily, it can just as easily offer great resistance. You can spend 3 ki points to cast wall of water*.

Ride the Wind. You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You can spend 3 ki points to cast fly, targeting yourself, with your fly speed being equal to your movement speed.

River of Hungry Flame. You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 ki points to cast wall of fire.

Sea's Fury. You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 ki points to cast tidal wave*.

Shape the Flowing River. You touch the body of water with your ki, coaxing it to change its form. You can spend 4 ki points to cast control water.

Sweeping Crosswind. A wall of strong wind rises from the ground, batting away anything in its path. You can spend 3 ki points to cast wind wall.

Legendary Disciplines

Starting at 17th level, you can learn the following disciplines:

Avatar of the Elements. As an ultimate display of your mastery of the elements, you can spend 10 ki points as an action to have the elements of earth, fire, air, and water form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:

  • You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.
  • You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
  • You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Breath of Winter. You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 ki points to cast cone of cold.

Eyes of Fire. Your foes may try to hide in darkness, but their ki lights up like a torch to you. You may cast see invisibility at will without expending any ki points. In addition, while under the effects of see invisibility, you may spend 2 ki points as a bonus action to gain truesight until the end of your next turn.

Eye of the Hurricane. You stretch out your ki to embrace the winds. You can spend 5 ki points to cast control winds*.

Mold the Mountain. You master the many forms that earth may take. You can spend 5 ki points to cast transmute rock*.

Swirling Crab's Revenge. Your ki manifests as a swirling pool of water, smashing and pulling your foes towards its center. You can spend 5 ki points to cast maelstrom*.

Wave of Rolling Earth. The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 ki points to cast wall of stone.

Way of the Kensei

Path of the Kensei

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn or attack with your Flurry of Blows, you can use a kensei melee weapon you are holding to defend yourself. 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. The extra damage for the Kensei's Shot feature is a roll of your Martial Arts die.

One with the Blade

Deft Strike. When you take the Attack action on your turn and attack with a kensei weapon, you can spend 1 ki point to give yourself advantage on the attack roll. On a hit, the weapon deals 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

You can use this feature with a magic weapon that already has a bonus to its attack and damage rolls, to a combined maximum of +3.

Way of Mercy

Flurry of Healing and Harm

You can now mete out a flurry of comfort and hurt. When you attack a hostile creature and use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand 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 Hand of Harm. You can still use Hand of Harm only once per turn.

Way of the Sun Soul

Radiant Sun Bolt

When you take the Attack action on your turn and use this special attack as part of it, you can make the special attack once as a bonus action.

Paladin

Channel Divinity

Channel Divinity: Harness Divine Power

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 1st-level spell slot. 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.

Sacred Oaths

Oath of the Crown

Aura of Allegiance

This feature replaces the Divine Allegiance feature.


Starting at 7th level, you can shield others 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.

Unyielding Spirit

Starting at 15th level, you can no longer be paralyzed or stunned.

Oath of Glory

Aura of Alacrity

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 10 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 30 feet.

Ranger

Favored Foe

This feature replaces the Favored Foe and Favored Enemy features.


You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can cast it without expending a spell slot a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.


Starting at 6th level in this class, hunter's mark no longer requires concentration if you cast it with this feature.

Deft Explorer

You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.

Tireless

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.

Beginning at 10th level in this class, your exhaustion level, if any, is decreased by 1 whenever you finish a short rest.

Spellcasting

Preparing and Casting Spells

This feature replaces the Spell Slots and Spells Known features.


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


You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


You can also change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain or difficult terrain created by your spells costs you no extra movement. You can also pass through nonmagical plants or magical plants you summoned without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.


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

Nature's Veil

You draw on the powers of nature to hide yourself from view briefly. Starting at 10th level, you can take the Hide action as a bonus action on your turn.


Additionally. when you take the Hide action you can choose to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can become invisible this way a number of times equal to your Wisdom modifier, and you regain all uses when you finish a long rest.

Shroud

This feature replaces the Vanish feature.


At 14th level, your magic protects you from being observed against your will. You can't be targeted by any divination magic or perceived through magical scrying sensors unless you wish to be, and your presence does not trigger magical traps and triggers unless you intentionally activate them.


Additionally, you and up to 6 creatures within 10 feet of you can't be tracked, unless you choose to leave tracks.

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 or prevent you from making opportunity attacks. While you aren't blinded or deafened, you also gain a +10 bonus on your Wisdom (Perception) check to detect hidden creatures within 30 feet of you, and those creatures don't get advantage on attack rolls against you as a result of being unseen by you.

Foe Slayer


At 20th level, you become an unparalleled hunter of your enemies. When you hit your favored enemy with a weapon attack, you can force the target to make a Constitution saving throw against your spell save DC. If it fails, it is reduced to 0 hit points. If it succeeds, it takes an additional 10d10 force damage.


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

Ranger Archetypes

Hunter

Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hunter Spells
Ranger Level Spell
3rd ensnaring strike
5th pass without trace
9th conjure barrage
13th freedom of movement
17th conjure volley

Hunter's Prey

You can spend 1 day of downtime to prepare equipment and practice different tactics, so you can ready yourself for the enemies you will face. If you do and then complete a long rest, you can exchange the feature you selected for Hunter's Prey with a different one.

Defensive Tactics

When you spend 1 day of downtime preparing and complete a long rest as described in the Hunter's Prey feature, you can also exchange the feature you selected for Defensive Tactics with a different one.

Multiattack

When you spend 1 day of downtime preparing and complete a long rest as described in the Hunter's Prey feature, you can also exchange the feature you selected for Multiattack with a different one.

Superior Hunter's Defense

When you spend 1 day of downtime preparing and complete a long rest as described in the Hunter's Prey feature, you can also exchange the feature you selected for Superior Hunter's Defense with a different one.

Beast Master

Beast Master Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Beast Master Spells
Ranger Level Spell
3rd animal friendship
5th barkskin
9th conjure animals
13th dominate beast
17th awaken

Exceptional Training

Beginning at 7th level, when you don't give your beast companion a command on your turn, the beast can now take the Dash, Disengage, Dodge, 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.

Rogue

Blindsense

Starting at 14th level, if you are able to hear, you can effectively see any hidden or invisible creature within 10 feet of you.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. When you make an attack roll or an ability check, you can replace all rolls with a 20. You can choose to replace the dice after you roll, but before the outcome is determined.

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

Roguish Archetypes

Assassin

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. When you roll initiative and an enemy creature you can see is surprised, you may take your first turn in combat at the highest initiative count. You also have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet, and any hit you score against such a creature while you are hiding is a critical hit.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit, and your proficiency bonus is doubled for any check you make using these tools.

Additionally, you can coat a weapon in poison as a bonus action, instead of an action.

Master Poisoner

Also starting at 9th level, you ignore resistance to poison damage when you make a damage roll.


With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute, or until you hit with the weapon.

When a weapon coated in this poison deals damage to a creature, that creature must succeed on a Constitution saving throw (DC 12 + your proficiency bonus) or take 2d8 poison damage and become poisoned until the end of your next turn.


The damage of poisons you create with this feature increases to 3d8 at 13th level and 4d8 at 17th level.

Lethal Dose

This feature replaces the Impostor feature.


Starting at 13th level, a creature that hasn't taken a turn in combat yet has disadvantage on any Constitution saving throw it makes to resist poisons you created with the Master Poisoner feature.


Additionally, your poisons partially paralyze your victims. While a creature is poisoned from a poison you created with the Master Poisoner feature, it can't speak or provide verbal components for spells.

Inquisitive

Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. You gain proficiency in the Insight skill if you don't already have it, and your proficiency bonus is doubled for any ability check you make that uses this proficiency. 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.

Steady Eye

Additionally, if you have the Steady Aim feature, you can use it even if you moved up to half your speed this turn.

Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. You sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 10 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.

As an action, you can extend the range of this feature to 30 feet until the end of your next turn, and you know if an effect you sense is an illusion, a shapechanger, or some other magic. 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.

Mastermind

Expose Weakness

Also starting at 9th level, your insight exposes more than one weakness when you take the Help action to aid attacking an enemy. If your ally attacks the target before your next turn, the first two attack rolls, rather than one, are made with advantage.

Thief

Fast Hands

If you use your Cunning Action to throw nonmagical caltrops, ball bearings or alchemist's fire, the DC of the item increases by your proficiency bonus.

Supreme Agility

This feature replaces the Supreme Sneak feature.


Starting at 9th level, you have advantage on Dexterity checks if you move no more than half your speed on the same turn.

Sorcerer

Spellcasting

Conduit of Sorcery

This feature replaces the Spellcasting Focus feature.


Your sorcery is channeled from within, using your own body as a conduit. You don't need to provide material components for spells that are not consumed in the casting of the spell.

Alternatively, you can use an Arcane Focus as a spellcasting focus for your sorcerer spells.

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

Font of Magic

Sorcerous Recovery

You can replenish your sorcerous energy more quickly by drawing on your inner reserves in times of need. When you finish a short rest, you can choose to recover a number of sorcery points equal to half your level (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.

Metamagic

You gain one additional Metamagic option at 3rd, 10th and 17th level in this class.


Additionally, you can choose from the following Metamagic options in addition to those from the Player's Handbook or Tasha's Cauldron of Everything:

Disruptive Spell

When you cast a spell of 1st level or higher that affects one or multiple creatures, you can spend 3 sorcery points to end any spell of the same level or lower on one of those creatures. Alternatively, when you cast a spell of 1st level or higher that affects an area, you can spend 3 sorcery points to end any spell of the same level or lower on one object or magical effect in that area.

Invigorating Spell

When you cast a spell that targets one creature, you can spend 2 sorcery points to have either the target or yourself gain temporary hitpoints equal to the spell's level + your Charisma modifier (minimum 1). As long as a creature has these temporary hitpoints, its speed increases by 10 feet. Any remaining temporary hitpoints vanish after 1 minute.

Lingering Spell

When you cast a spell that has a duration of Instantaneous and affects an area, you can spend 1 sorcery point to make its effects linger until the beginning of your next turn. Any creature that enters the area for the first time suffers the effects of the spell, but all damage it takes is halved and it makes all saving throws with advantage.

Resilient Spell

When you cast a spell that requires concentration, you can spend 1 sorcery point to make it easier to maintain. The first time you fail a saving throw made to maintain concentration on the spell, you can choose to succeed instead.


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

Shaped Spell

When you cast a spell that affects an area in a radius of 5 feet or greater, you can spend up to 2 sorcery points to increase or decrease the radius by 5 feet for every sorcery point you spend, to a minimum of 5 feet.


When you cast a spell that affects an area in a cone, you can spend up to 2 sorcery points to increase or decrease the length of the cone by 5 feet for every sorcery point you spend, to a minimum of 5 feet.

Tenacious Spell

By spending 1 sorcery point, you make a spell you cast exceptionally difficult to counter. Whenever a creature uses a spell or ability that allows it to end or foil your spell (such as dispel magic and counterspell), it must make a Charisma saving throw against your spell save DC or the spell or ability has no effect on your spell.

Sorcerer Supreme

This feature replaces the Sorcerous Restoration feature.


At 20th level, all Metamagic options become available to you. Additionally, the sorcery point cost of the first Metamagic option you use on your turn is reduced by 1.

Sorcerous Origins

Aberrant Mind

Psionic Spells

You learn the following additional spells when you reach certain levels in this class, but these spells cannot be replaced.

Psionic Spells
Sorcerer Level Spell
11th mental prison
13th power word pain
15th feeblemind
17th psychic scream

Clockwork Soul

Clockwork Magic

You learn the following additional spells when you reach certain levels in this class, but these spells cannot be replaced.

Clockwork Spells
Sorcerer Level Spell
11th globe of invulnerability
13th forcecage
15th antimagic field
17th invulnerability

Divine Soul

Divine Magic

You learn additional spells when you reach certain levels in this class, as shown in the Divine Soul Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.

Divine Soul Spells
Sorcerer Level Spell
1st sanctuary
3rd prayer of healing, zone of truth
5th revivify, spirit guardians
7th death ward, divination
9th dispel evil and good, flame strike
11th planar ally
13th divine word
15th power word stun
17th gate

Draconic Bloodline

Draconic Magic

You learn additional spells when you reach certain levels in this class, as shown in the Draconic Bloodline Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.

Draconic Bloodline Spells
Sorcerer Level Spell
1st absorb elements, chromatic orb
3rd alter self, dragon's breath
5th fear, fly
7th elemental bane, polymorph
9th dominate person, hold monster
11th primordial ward
13th prismatic spray
15th illusory dragon
17th true polymorph

Shadow Magic

Shadow Sorcery

You learn additional spells when you reach certain levels in this class, as shown in the Shadow Magic Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.

Shadow Sorcery Spells
Sorcerer Level Spell
1st false life, unseen servant
3rd shadow blade
5th phantom steed, summon shadowspawn
7th phantasmal killer, shadow of Moil
9th creation, enervation
11th eyebite
13th etherealness
15th maddening darkness
17th weird

Storm Sorcery

Storm Magic

You learn additional spells when you reach certain levels in this class, as shown in the Storm Sorcery Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.

Storm Sorcery Spells
Sorcerer Level Spell
1st fog cloud, thunderwave
3rd gust of wind, warding wind
5th call lightning, thunder step
7th control water, storm sphere
9th control winds, maelstrom
11th chain lightning
13th whirlwind
15th control weather
17th storm of vengeance

Wild Magic

Wild Spells

You learn additional spells when you reach certain levels in this class, as shown in the Wild Magic Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.

Wild Magic Spells
Sorcerer Level Spell
1st chaos bolt, color spray
3rd enlarge/reduce, flock of familiars
5th blink, stinking cloud
7th confusion, otiluke's resilient sphere
9th animate objects, synaptic static
11th Tenser's transformation
13th teleport
15th earthquake
17th time stop

Tides of Chaos

Any time before you regain the use of this feature and cast a spell of 1st level or higher, you can choose to roll a d20. If you roll a number equal to or less than the level of the spell, you roll on the Wild Magic Surge table after you cast the spell and regain the use of this feature.

Warlock

Spellcasting

You learn the eldritch blast cantrip, and it doesn't count against the number of warlock cantrips you know.

Agonizing Blast

Starting at 2nd level, you add your spellcasting ability modifier to the damage you deal with your eldritch blast cantrip. Agonizing Blast is no longer a valid choice for your eldritch invocations.

Pact Boon

Pact of the Tome

Choosing this pact now grants you the benefits of the Book of Ancient Secrets invocation, and it is no longer a valid choice for your eldritch invocations.

Pact of the Blade

Your patron grants you the knowledge necessary to protect yourself in battle. You gain proficiency with medium armor. Additionally, when you make a one-handed or ranged attack with a pact weapon, you can use your spellcasting ability, instead of Strength or Dexterity, for the attack and damage rolls.

Pact of the Chain

Choosing this pact now grants you the benefits of the Voice of the Chain Master invocation, and it is no longer a valid choice for your eldritch invocations. Additionally, when you cast find familiar as a ritual, you no longer need to provide material components.


If you gain the Devil's Sight, Eldritch Sight, or Witch Sight invocations, your familiar benefits from those invocations as well. Any feature that improves your vision (such as the detect magic spell or the Eyes of the Rune Keeper and Ghostly Gaze invocations) also applies when you are perceiving through your familiar's senses.

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 or saving throw, they can add a d4 to the roll, potentially turning the roll into a success.


Additionally, choosing this pact now grants you the benefits of the Rebuke of the Talisman invocation, and it is no longer a valid choice for your eldritch invocations.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power to regain expended spell slots. As a bonus action, you regain all your expended spell slots from your Pact Magic feature and the use of your 6th-level and 7th-level Mystic Arcanum. Once you regain spell slots or a use of Mystic Arcanum this way, you must finish a long rest before you can do so again.

Otherworldly Patrons

The Great Old One

The alien nature of your patron is drawn to your intellect, rather than your force of personality. You use your Intelligence (instead of Charisma) as your spellcasting ability and your Intelligence modifier when setting the saving throw DC for a Warlock spell you cast and 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

Also, you gain proficiency in Intelligence saving throws instead of Charisma saving throws.

The Undying

Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you, and you can cast it as a bonus action. You also have advantage on saving throws against any poison or disease.


Additionally, simple undead don't see you as a threat. Any undead creature with an Intelligence of 7 or lower is initially indifferent to your presence, unless it is being commanded by another creature to attack you. This indifference also ends if you attack the undead creature or harm it with a spell.

Defy Death

Starting at 6th level, you can invoke unnatural resilience when you cheat death or when you help someone else cheat it. When you succeed on a death saving throw, you may regain hit points equal to 1d8 + your Warlock level and gain resistance to all damage except radiant damage until the end of your next turn. Alternatively, you can extend the same benefit to a creature you stabilize with spare the dying.


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

Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You also become immune to poison and disease, and gain resistance to necrotic damage.


In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Indestructible Life

When you reach 14th level, you partake in some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d6 + half your Warlock level if you have less than half your hit point maximum.

Additionally, if you put a severed body part of yours back in place, the part reattaches.

The Hexblade

Hex Warrior

This feature replaces the Hex Warrior feature.


At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Eldritch Invocations

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills. Additionally, choose either Deception or Persuasion. You add double your proficiency bonus to checks you make with the chosen skill.

Bewitching Whispers

Prerequisites: 7th level


You can cast the compulsion spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots.


Once you cast a spell with an Eldritch Invocation this way, you can't do so again until you finish a long rest.

Dreadful Word

Prerequisites: 7th level


You can cast the confusion spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots.


Once you cast a spell with an Eldritch Invocation this way, you can't do so again until you finish a long rest.

Minions of Chaos

Prerequisites: 9th level


You can cast the conjure elemental spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots.


Once you cast a spell with an Eldritch Invocation this way, you can't do so again until you finish a long rest.

Mire the Mind

Prerequisites: 5th level


You can cast the slow spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots.


Once you cast a spell with an Eldritch Invocation this way, you can't do so again until you finish a long rest.

Protection of the Talisman

Prerequisites: 7th level, Pact of the Talisman


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.

Sculptor of Flesh

Prerequisites: 7th level


You can cast the polymorph spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots.


Once you cast a spell with an Eldritch Invocation this way, you can't do so again until you finish a long rest.

Sign of Ill Omen

Prerequisites: 5th level


You can cast the bestow curse spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots.


Once you cast a spell with an Eldritch Invocation this way, you can't do so again until you finish a long rest.

Thief of Five Fates

You can cast the bane spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots.


Once you cast a spell with an Eldritch Invocation this way, you can't do so again until you finish a long rest.

Trickster's Escape

Prerequisites: 7th level


You can cast the freedom of movement spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots.


Once you cast a spell with an Eldritch Invocation this way, you can't do so again until you finish a long rest.

Undying Servitude

Prerequisites: 5th level


You can cast the animate dead spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots.


Once you cast a spell with an Eldritch Invocation this way, you can't do so again until you finish a long rest.

Feats


The following feats are no longer valid choices, as they have been merged with other feats outlined in this chapter: Charger, Dragon Hide, Dungeon Delver, Durable, Grappler, Poisoner and Weapon Master.


The following feats now have an added prerequisite of a character level of 4 or higher: Drow High Magic, Fey Teleportation, Fey Touched, Mage Slayer, Orcish Fury, Shadow Touched, Svirfneblin Magic, Telepathic and Wood Elf Magic.


Bold text is a change compared to the official version of a feat.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.

Athlete

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • Climbing doesn't cost you extra movement.

Acrobat

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Acrobatics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it.
  • When you are prone, standing up uses only 5 feet of your movement.
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.

Crossbow Expert

Prerequisite: 6th level


Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls when you are using a crossbow you are proficient with for the attack.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Dragon Fear

Prerequisites: Dragonborn


When angered, you radiate menace. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
  • A creature affected by your Breath Weapon attack now takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 6d6 at 11th level, and 8d6 at 16th level.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • When you take the Attack action on your turn, you can make one additional attack using your off-hand weapon as part of that same action. If you do, you cannot use your bonus action to make any attack on that turn.
  • When you use your reaction to make an opportunity attack, you can make one additional attack using your off-hand weapon as part of that same reaction.

Elven Accuracy

Prerequisites: Elf or half-elf


The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. If you do, the weapon attack cannot become a critical hit.
  • Whenever you make an attack roll using Dexterity, Intelligence, Wisdom, or Charisma and you don't have disadvantage on the roll, you can treat a d20 roll of 3 or lower as a 4.

Great Weapon Master

Prerequisite: 4th level

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with as part of the Attack action, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.

Gunner

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide)
  • You ignore the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls when you are using a firearm for the attack.

Heavy Armor Master

Prerequisite: Proficiency in heavy armor


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

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus. If your armor is magical, damage from magical weapons is reduced in the same way.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  • The time investment and cost to learn a new language (from Xanathar's Guide to Everything) is reduced by half.
  • When listening to a spoken language you don't understand for an hour or more, you can pick up the basic gist of what is being said.

Lucky

Prerequisite: 4th level


You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20 and replace one roll. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then replace one of the attacker's rolls. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Martial Adept

You have practiced extensively with weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with two simple or martial weapons of your choice. Each one must be a simple or a martial weapon.
  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. 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 a superiority die, which is a d6 (this die is added to any superiority dice you have from another source). A superiority die is used to fuel your maneuvers and expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

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

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

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.

Polearm Master

Prerequisite: 6th level


You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach. You must be using the weapon granting this ability for the attack and cannot substitute it using any ability that replaces your opportunity attack (such as casting a spell with the War Caster feat).

Savage Attacker

Prerequisite: 4th level

  • Increase your Strength score by 1, to a maximum of 20.
  • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
  • When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Sentinel

Prerequisite: 4th level


You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature that is no more than one size larger than you with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter


Prerequisite: 4th level

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with as part of the Attack action, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.

Shield Master

Prerequisite: 4th level


You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • You can use a bonus action to try and shove a creature within 5 feet of you with your shield immediately before or after you take your action. If you do, the only action you can take on that turn is the Attack action.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skilled

  • You gain proficiency in any combination of three skills or tools of your choice.
  • Choose one skill or tool in which you are proficient. Whenever you make an ability check with that skill or tool and your proficiency bonus is not doubled, roll a d4 and add the number rolled to the check's total.

Skulker

Prerequisites: proficiency in Stealth


You are expert at slinking through shadows. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Spell Sniper

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Tavern Brawler

Accustomed to fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
  • You have advantage on attack rolls against a creature you are grappling.

Tough

  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • When you roll a Hit Die to regain hit points, treat any roll lower than the average for the die as the average. For example, if your Hit Die is a d10, treat any roll of 5 or lower as a 6.

Spells


Bold text is a change compared to the official version of a spell.

Origin of some spell revisions

Some spell revisions, like animate objects and sleep, are based on content from ThinkDM.org.

The following spells are added to the sorcerer spell list: frost fingers, wall of sand, wall of ice.


Conjuration spells cannot summon 8 creatures.

Abi-Dalzim's Horrid Wilting

8th-level necromancy

  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of sponge)
  • Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d10 necrotic damage on a failed save, or half as much damage on a successful one.


Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.

Aganazzar's Scorcher

2nd-level evocation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a red dragon's scale)
  • Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Animate Objects

5th-level transmutation

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

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.


As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics
Size HP AC Attack Str Dex
Tiny 10 18 +8 to hit, 1d4 damage 4 18
Small 15 16 +7 to hit, 1d4 damage 6 16
Medium 30 15 +6 to hit, 1d10 damage 10 14
Large 60 14 +7 to hit, 2d10 damage 16 10
Huge 120 13 +8 to hit, 4d10 damage 18 6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.


If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.


At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Blade Ward

Abjuration cantrip

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

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, your target has resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Catnap

3rd-level enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a pinch of sand)
  • Duration: 1 minute

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.


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

Circle of Death

6th-level necromancy

  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
  • Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 8d6 necrotic damage and can't regain hit points until the beginning of your next turn. On a successful save, it takes half as much damage and suffers none of the spell's other effects.


At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Cordon of Arrows

2nd-level transmutation

  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (four or more arrows or bolts)
  • Duration: 8 hours

You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d10 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Counterspell

3rd-level abjuration

  • Casting Time: 1 reaction, which you take when you see a creature within range casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.


When you use your reaction to identify a spell as it is being cast (using the Identifying a Spell rules in Xanathar's Guide to Everything) and succeed, you can cast this spell as part of the same reaction.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Create Food and Water

3rd-level conjuration

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a freshly picked berry, fruit or mushroom, which is consumed)
  • Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Create or Destroy Water

1st-level transmutation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of water drawn from a natural source if creating water or a few grains of sand if destroying it, both of which are consumed)
  • Duration: Instantaneous

You either create or destroy water.


Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.


Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Find Familiar

1st-level conjuration (ritual)

  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it acts on its own turn on your initiative. A familiar can't attack, but it can take other actions as normal.


When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.


As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.


You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.


If this spell is cast by a familiar summoned by this spell, it fails and is wasted.


Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Find Traps

2nd-level divination

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

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


You learn the approximate location of a trap you sense, if it's mechanical or magical, and the general nature of the danger posed by it, but not any information about its detailed workings, nor do you gain any insight on how to disable or bypass it.

Flame Arrows

3rd-level transmutation

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

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver or you cast it again.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Flame Strike

5th-level evocation

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

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 fire damage and 4d8 radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on the saving throw.


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

Forcecage

7st-level evocation

  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (ruby dust worth 1,500 gp)
  • Duration: 1 hour

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. It can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.


When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.


A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.


This spell can't be dispelled by dispel magic.

Goodberry

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a sprig of mistletoe, which is consumed)
  • Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry or administer it to an incapacitated creature. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The healing from a goodberry cannot be increased in any way.


The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Identify

1st-level divination (ritual)

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
  • Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. The spell does not, reveal any curses.


If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Immolation

5th-level evocation

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

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 6d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.


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

Lightning Arrow

3rd-level transmutation

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

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 6d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.


Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.


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

Leomund's Tiny Hut

3rd-level evocation (ritual)

  • Casting Time: 1 minute
  • Range: Self (10-foot-radius hemisphere)
  • Components: V, S, M (a small crystal bead worth at least 25 gp, which is consumed)
  • Duration: 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.


Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.


Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Magic Missile

1st-level evocation

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

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously (counting as one singular application of damage for the purposes of failing death saving throws, triggering concentration checks, and other effects), and you can direct them to hit one creature or several. Any bonuses to the damage of the spell are only added once for each target.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Melf's Acid Arrow

2nd-level evocation

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (powdered rhubarb leaf and an adder's stomach)
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 6d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next two turns.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Mind Sliver

Enchantment cantrip

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage and subtract 1d4 from the next Intelligence saving throw it makes before the end of your next turn.


This spell's damage increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mordenkainen's Sword

7nd-level evocation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 1 minute

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


When the sword appears, you make two melee spell attacks against targets of your choice within 5 feet of the sword. On a hit, a target takes 3d12 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 60 feet to a spot you can see and repeat these attacks against the same targets or different ones.


At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.

Phantasmal Killer

4th-level illusion

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 4 rounds

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.


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

Protection from Evil and Good

1st-level abjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of holy water or a sprinkle of silver dust)
  • Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.


The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Remove Curse

3rd-level abjuration

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

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.


Powerful curses, such as those made by legendary creatures or items, may require more elaborate means of ending them, such as casting this spell at a higher level. If the spell fails to remove a curse, you instead gain knowledge in how to end it.

Simulacrum

7th-level illusion

  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature.

It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct and immune to all effects that would alter its form (such as the polymorph spell).


The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots or abilities that are recovered at the end of a short or long rest.


If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.


If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.


If this spell is cast by a construct created by this spell, it fails and is wasted.

Sleep

1st-level enchantment

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

Choose up to two creatures you can see within range. A target must succeed on a Constitution saving throw or fall prone and become unable to take reactions until the beginning of its next turn. Additionally, a creature that failed its saving throw must repeat it at the beginning of its next turn or fall unconscious for the duration of the spell, until it takes any damage, or another creature uses an action to slap or shake it awake.


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


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may choose one additional target for each slot level above 1st.

Snilloc's Snowball Swarm

2nd-level evocation

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of ice or a small white rock chip)
  • Duration: Instantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and its speed is reduced by 10 feet until the beginning of your next turn. On a successful save, it takes half as much damage and its speed is not reduced.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Stoneskin

4th-level abjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a diamond worth 100 gp)
  • Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

True Strike

Divination cantrip

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

You extend your hand and point a finger at a target in range, granting your allies a brief insight into the target's defenses. Attack rolls against the target are made with advantage until the target is successfully hit by an attack. The spell then ends.

Wall of Light

5th-level evocation

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a hand mirror)
  • Duration: Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.


When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.


A creature that ends its turn in the wall's area takes 4d8 radiant damage.


Until the spell ends, you can use a bonus action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.


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

Wall of Water

3th-level evocation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.


Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll and any damage it deals is halved on a hit. Fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Weird

9th-level illusion

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 4 rounds

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature of your choice in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration.

The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Wish

9th-level conjuration

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

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.


The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.

  • You grant up to ten creatures that you can see resistance to a damage type you choose.

  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.

  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.


You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.


If a simulacrum you have created casts Wish, both you and your simulacrum suffer the stress associated with casting the spell, including the risk of being forever unable to cast Wish again. The inability to cast Wish extends to any simulacrum you create in the future, as well as Wish cast by deities via Divine Intervention or other similar class features, or by use of a magic item.

Witch Bolt

1st-level evocation

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

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and if it is your size or smaller, its speed becomes 0 for the duration of the spell, and it cannot benefit from any bonus to its speed.


On each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you move or use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. At the beginning of each of the target's turns, it can make a Constitution saving throw against your spell save DC. On a success, its speed is no longer reduced.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Zone of Truth

2nd-level enchantment

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

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.


An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.


Until the spell ends, you can use an action to interrogate an affected creature within 10 feet of you. The creature must make a Charisma saving throw against your spellcasting DC. On a failed save, the creature must answer a yes-or-no question. On a successful save, the creature is immune to this effect for 1 minute.