Introduction
Adventurers can be found all over the world of Xotamen, from artificers to wizards. These brave and talented folk twart evil plots, plunder ancient ruins, slay mythical monsters, and threaten local business owners who didn't offer them a good discount. You know the type. How they go about doing so is determined partially by which classes they take and, later, by which subclass they choose.
The content in this document contains many new class and subclass options invented and shared by fans of D&D. I have accepted some creations wholesale, while others I have tweaked to better fit in mechanically or thematically. Regardless, you may choose any of these options for your character's class or subclass. The table of contents below also includes classes and subclasses from published sources. Any new content will be highlighted in red, and clicking it will jump you to its description.
Keep in mind that some of these options include adult themes or place characters into decidedly evil roles. Work with your DM and fellow players to determine what is appropriate for the campaign you are playing.
Remember these rules when choosing a class or subclass:
- Skill Proficiencies: If a class or subclass would grant you proficiency in a skill that you already have, you can choose another skill from that class's Skills list to gain proficiency in. If you are already proficient in all skills from your class, you may instead choose any other skill.
- Other Proficiencies: If a class or subclass would grant you proficiency with something that you already have, such as a tool or an instrument, you can choose any other thing to gain proficiency in from the same category.
- Languages: If a class or subclass would grant you fluency in a language you are already fluent in, you may choose any other language to gain fluency in.
- Spells: If a class or subclass would grant you a cantrip or spell that you already know, you may choose another cantrip or spell of equal or lower level from your class to gain in its place.
Contents
| Class | Subclass | Level Available | Description | Source |
|---|---|---|---|---|
| Artificer | Alchemist | 3rd | Brew potent elixers and potions. | Eberron |
| Archivist | Craft intelligence into objects. | |||
| Armorer | Wear a suit of power armor. | UA | ||
| Artillerist | Fire magical cannons and produce explosions. | Eberron | ||
| Battle Smith | Heal allies and repair constructs. | Eberron | ||
| Clockwork Architect | Create constructs to do your bidding. | |||
| Barbarian | Path of the Ancestral Guardian | 3rd | Call on guardian spirits for aid. | XGtE |
| Path of the Berserker | Become a force of frenzied violence. | PHB | ||
| Path of the Blazing Sun | Harness fire and light to strike your foes. | |||
| Path of the Celestial Avatar | Become the champion of a celestial. | |||
| Path of the Dawn Herald | Wield the radiance of creation. | |||
| Path of the Grave | Be reborn into a life not quite alive. | |||
| Path of the Storm Herald | Embody the raging storm. | XGtE | ||
| Path of the Totem Warrior | Be imbued by a spirit animal. | PHB | ||
| Path of the Zealot | Rage with divine power. | XGtE |
| Class | Subclass | Level Available | Description | Source |
|---|---|---|---|---|
| Bard | College of Benevolence | 3rd | Wander the world as musician and physician. | |
| College of Drama | Dedicate yourself to comedy or tragedy. | |||
| College of Glamour | Delight, captivate, or control others. | XGtE | ||
| College of Linguistics | Get the most out of your words. | |||
| College of Lore | Know something about most things. | PHB | ||
| College of Revelry | Push hedonism to new heights. | |||
| College of Swords | Perform daring feats with weapons. | XGtE | ||
| College of Valor | Keep alive the tales of mighty heroes. | PHB | ||
| College of Whispers | Use secrets to extort and control. | XGtE | ||
| College of Wordplay | Specialize in linguistic comedy. | |||
| Cleric | Arcana Domain | 1st | Wield arcane power directly from the divine. | |
| Artistry Domain | Create magical works of art. | |||
| Blood Domain | Control the pulsing flow of life. | |||
| Chaos Domain | Sow disorder to those around you. | |||
| Corruption Domain | Eat away at creature's abilities. | |||
| Courage Domain | Act heroically in the face of hardship. | |||
| Death Domain | Command negative energy. | DMG | ||
| Elemental Domain | Harness the four elements. | |||
| Forge Domain | Craft and wield masterwork items. | XGtE | ||
| Grave Domain | Comfort the living and destroy the undead. | XGtE | ||
| Hunt Domain | Embody the thrill of the hunt. | |||
| Knowledge Domain | Gather, share, or hoard knowledge. | PHB | ||
| Life Domain | Promote vitality and healing. | PHB | ||
| Light Domain | Embody rebirth, truth, and vigilance. | PHB | ||
| Lust Domain | Instill desire in those you influence. | |||
| Madness Domain | Do you like pickles? I like pickles. | |||
| Nature Domain | Protect the natural world. | PHB | ||
| Order Domain | Uphold the law and enforce rulings. | |||
| Plague Domain | Infect foes with disease and poison. | |||
| Protection Domain | Shield others with your faith. | |||
| Tempest Domain | Govern storms, seas, and sky. | PHB | ||
| Trickery Domain | Be a mischief-maker and instigator. | PHB | ||
| War Domain | Excel in battle and support great deeds. | PHB, Revised | ||
| Druid | Circle of Dreams | 2nd | Fill the world with wonder. | XGtE |
| Circle of the Gale | Call on the wind's power. | |||
| Circle of the Land | Safeguard ancient rites and protect the land. | PHB | ||
| Circle of the Moon | Transform into powerful beasts. | PHB | ||
| Circle of the Pack | Infuse allies with beastial power. | |||
| Circle of the Shepherd | Call on beast and fey spirits. | XGtE | ||
| Circle of the Sun | Summon spirits and wield radiance. | |||
| Circle of Thorns | Be the front line on which foes break. |
| Class | Subclass | Level Available | Description | Source |
|---|---|---|---|---|
| Fighter | Arcane Archer | 3rd | Weave magic into ranged attacks. | XGtE |
| Battle Master | Employ perfected martial techniques. | PHB | ||
| Cavalier | Excel at mounted combat. | XGtE | ||
| Champion | Reach peak physical excellence. | PHB | ||
| Eldritch Knight | Combine martial mastery and arcane spells. | PHB | ||
| Ember Knight | Imbue your attacks with flame. | |||
| Samurai | Wield unshakable resolve. | PHB | ||
| Monk | Way of Shadow | 3rd | Embrace the darkness. | PHB |
| Way of the Drunken Master | Be underestimated as a fool. | XGtE | ||
| Way of the Four Elements | Wield the four elements. | PHB, Errata | ||
| Way of the Kensai | Wield weapons as extensions of yourself. | XGtE | ||
| Way of the Moon | Be infused by soft radiance and serenity. | |||
| Way of the Open Hand | Master physical martial arts. | PHB | ||
| Way of the Outcast | Abandon formal education to brawl. | |||
| Way of the Patient Mountain | Draw strength from your heartiness. | |||
| Way of the Qi Cards | Wield cantrips inscribed onto cards. | |||
| Way of the Sun Soul | Channel your life into searing light. | XGtE | ||
| Paladin | Oath of Conquest | 3rd | Crush dissenters and subjugate enemies. | XGtE |
| Oath of Devotion | Extole the ideals of justice and virtue. | PHB | ||
| Oath of Eradication | Reduce evils of the world to ash. | |||
| Oath of Mending | Fix that which was broken. | |||
| Oath of Redemption | Walk the path of benevolence. | XGtE | ||
| Oath of Sanity | Never give in to madness. | |||
| Oath of Shadows | Be the shadow in the night. | |||
| Oath of the Ancients | Preserve the beautiful light. | PHB | ||
| Oath of Vengeance | Punish grievous sinners. | PHB | ||
| Oathbreaker | Fall to evil. | DMG | ||
| Ranger | Beast Master | 3rd | Fight alongside an animal companion. | UA |
| Gloom Stalker | Destroy foes from the darkness. | XGtE | ||
| Horizon Walker | Hunt and combat extraplanar forces. | XGtE | ||
| Hunter | Slay great monsters and hordes. | PHB | ||
| Monster Slayer | Unearth and defeat mighty, mystical foes. | XGtE | ||
| Responder | Be the first to help in emergencies. | |||
| Rogue | Arcane Trickster | 3rd | Enhance your skills with magic. | PHB |
| Assassin | Inflict unexpected death. | PHB | ||
| Inquisitive | Root out and end hidden foes. | XGtE | ||
| Mastermind | Lead a life of social intrigue. | XGtE | ||
| Scout | Keep ahead of your allies and enemies. | XGtE | ||
| Surgeon | Dissect foes and heal allies. | |||
| Swashbuckler | Excel in single combat with flair. | XGtE | ||
| Thief | Be a criminal or treasure seeker. | PHB |
| Class | Subclass | Level Available | Description | Source |
|---|---|---|---|---|
| Sorcerer | Arcane Monstrosity | 1st | Wield the magic forced within you. | |
| Divine Soul | Powered by a spark of the divine. | XGtE | ||
| Draconic Bloodline | Unleash the power of a dragon. | PHB | ||
| Dread Necromancer | Master the power over life and unlife. | |||
| Flametouched | Become a master of pyromancy. | |||
| Nine-Sealed Nightmare | Break the seals to unleash your power. | |||
| Shadow Magic | Imbued with energies from the Shadowfell. | XGtE | ||
| Seven-Sealed Savior | Unleash overpowering good within you. | |||
| Storm Sorcery | The storm permeates your being. | XGtE | ||
| Wild Magic | Produce unexpected magical effects. | PHB | ||
| Warlock | The Archfey | 1st | Beguile or frighten those around you. | PHB | The Celestial | Touched by an angel. | PHB |
| The Elder Sphinx | Use knowledge against your foes. | |||
| The Fiend | Make a deal with an otherworldly evil. | PHB | ||
| The Great Old One | Serve an unknowable eldritch being. | PHB | ||
| The Hexblade | Summon weapons from nothing. | PHB | ||
| The Parasite | Play host to a Far Realm symbiote. | |||
| The Saint | Follow in divinity's footsteps. | |||
| The Spirit | Accept a mighty spirit into yourself. | |||
| Eldritch Invocations | ||||
| Wizard | Hedge Magic | 2nd | Master lower level spells. | |
| Saboteur | Ruin the day of a rival spellcaster. | |||
| School of Abjuration | Protect your allies and banish foes. | PHB | ||
| School of Chronomancy | Manipulate the timestream. | |||
| School of Conjuration | Teleport or summon objects and creatures. | PHB | ||
| School of Divination | See into, and change, the future. | PHB | ||
| School of Enchantment | Charm or dominate creatures. | PHB | ||
| School of Evocation | Conjure elemental forces. | PHB | ||
| School of Illusion | Make the impossible seem real. | PHB | ||
| School of Necromancy | Manipulate life force and souls. | PHB | ||
| School of Transmutation | Change what already is. | PHB | ||
| Soul Sage | Commune with spirits from beyond. | |||
| War Magic | Wield magic as weapon and armor. | XGtE |
Artificer
Class Features
You can find the description of the artificer's features and abilities at the following links:
Any content labeled with (UA) is from Unearthed Arcana and may be used for characters in Xotamen. Any content labeled with (HB) is homebrewed and cannot be used unless it appears later in this document.
Artificer Specialist
At 3rd level, an artificer gains the Artificer Specialist feature. The following options are available to an artificer, in addition to those offered in published sources.
Alchemist
A summary of the Alchemist can be found here.
Archivist
What are the best ways to store vast amounts of information? This question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information storing methods for hundreds of years, but the first archivists imagined something greater: storing information in an artificial mind.
As an archivist, you are on the cutting edge of arcane advancement. Like all new breakthroughs, you must be careful with who you allow to witness this ability. Many will be frightened, some will see you as a genius, while others from more nefarious factions may seek to bend you to their will. How will you use your fringe ability to create artificial intelligence?
Clockwork Architect Features
| Artificer Level | Feature |
|---|---|
| 3rd | Tool Proficiency, Archivist Spells, Artificial Mind |
| 5th | Accute Overload |
| 9th | Improved Consciousness |
| 15th | Permanent Sentience |
Created by LaserLlama on reddit.
Archivist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Archivist Spells
| Artificer Level | Spells |
|---|---|
| 3rd | comprehend languages, dissonant whispers |
| 5th | detect thoughts, locate object |
| 9th | hypnotic pattern, tongues |
| 13th | locate creature, phantasmal killer |
| 17th | legend lore, modify memory |
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with calligrapher's supplies.
Artificial Mind
At 3rd level, you gain the ability to awaken a mind inside an object. Whenever you finish a long rest and have calligrapher's supplies available, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystic symbols. While the mind is inside it, the object is a magic item that requires attunement, and can be used as a spellcasting focus for your artificer spells. If you attempt to rouse an artificial mind and you already have one from this feature, the first one immediately dissipates. The magic item bearing the mind has the following properties.
Information Overload. As an action, you can attempt to magically overload the thoughts of one creature that you can see within 30 feet of you. The artificial mind channels a torrent of information at the target. They must succeed on an Intelligence saving throw or take 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Additionally, whenever you deal damage with this feature, you can expend a spell slot to increase the psychic damage dealt to the target. The damage increases by 2d8 for a 1st level spell slot, and an additional 1d8 for each spell level higher than 1st.
Magical Telephony. While attuned to your artificial mind, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions. The creature bearing the item with your artificer infusion can respond telepathically. This two way communication cannot cross planar boundaries.
Skill Proficiencies. The artificial mind telepathically supplies you with advice and information about certain topics. While attuned to the item bearing your artificial mind, you gain proficiency in two skills of your choice from the Artificial Mind table below. The item's main material determines which skills you can choose from, for the nature of the object determines the knowledge the mind can draw from.
Your choices are permanent for that item; you choose the skills when you first attune to the item, and cannot change them once chosen. You would need to create a new artificial mind to choose different skills.
Artificial Mind
| Material | Examples | Skills |
|---|---|---|
| Animal | Bone, leather, parchment | Animal Handling, Insight, Perception, Survival |
| Vegetable | Paper, wood | Arcana, History, Nature, Religion |
| Mineral | Gems, glass, metal, stone | Deception, Intimidation, Performance, Persuasion |
Acute Overload
At 5th level, your artificial mind's ability to overload other intelligences becomes more powerful. When you deal psychic damage with an artificer spell while using your artificial mind as a spellcasting focus, or when using your Information Overload feature, you gain a bonus to one damage roll equal to your Intelligence modifier (minimum of 1).
Improved Consciousness
Starting at 9th level, the cognition abilities of the artificial mind increase, and it offers aid in concentrating on spells. While attuned to the item hosting your artificial mind, you gain a bonus to Constitution saving throws to maintain concentration on spells equal to your Intelligence modifier (minimum of +1).
Additionally, your artificial mind can assist you with ability checks within its capabilities. When you make an ability check with one of the proficiencies you gained from your artificial mind, you can choose to have advantage on the roll. You may use this ability a number of times equal to your Intelligence modifier. You regain all uses when you complete a long rest.
Permanent Sentience
At 15th level, you have accomplished the lofty goal of every archivist: the creation of a permanent independent intelligence. At the end of a long rest you can use your calligrapher's supplies to create a sentient magic item in place of your artificial mind. The sentient magic item gains all the benefits of your artificial mind, plus additional abilities detailed below. Once created, the sentience cannot be altered or moved into a new object. If you wish to create a new sentient magic item while one you previously created already exists, you must first destroy the former item.
Ability Scores. The sentient magic item gains Intelligence, Wisdom, and Charisma ability scores equal to 8 + your proficiency bonus + your ability modifier for each of the respective ability scores.
Alignment. The sentient magic item has the same alignment as its creator.
Call of the Creator. If the item is lost or stolen, you can conduct a special ritual over the course of one hour to transport it to you. As long as both you and the item are on the same plane of existence, at the end of the ritual the sentient magic item teleports to appear within 5 feet of you. You can perform this ritual during a short rest.
Communication. The sentient magic item can communicate telepathically with it's bearer. It can speak and understand Common and one other language known by it's creator, determined at the moment of its creation. It can hear and has normal vision out to 30 feet.
Permanent Infusion. Choose one infusion from the Artificer Infusion list. It does not need to be one of the infusions you have learned, it does not count against your number of infusions known, and the sentient magic item does not count against your number of infused items. The sentient magic item gains the properties of the chosen infusion permanently.
Proficiencies. While attuned to this item, you gain expertise in the two skills chosen from your Skills Proficiencies ability of your artificial mind. You double your proficiency bonus for any checks made using those skills.
Armorer
A summary of the Armorer can be found here.
Artillerist
A summary of the Artillerist can be found here.
Battle Smith
A summary of the Battle Smith can be found here.
Clockwork Architect
A Clockwork Architect is an expert in the creation of golems. Using their craft they create their own companion, and use the magic of Artifice to conjure constructs to aid them in their tasks. Whether seeking the secrets of the crafted or trying to unlock the mysteries of the plane of Mechanus, the Clockwork Architect is always searching for ways to improve their craft to bring mechanisms to life.
Clockwork Architect Features
| Artificer Level | Feature |
|---|---|
| 3rd | Tool Proficiency, Clockwork Companion, Overdrive |
| 5th | Apparatus Upgrade |
| 9th | Clockwork Creation |
| 15th | Optimal Primus |
Created by KajaGrae on reddit.
Clockwork Architect Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Clockwork Architect Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Clockwork Architect Spells
| Artificer Level | Spells |
|---|---|
| 3rd | grease, radic's sudden spark |
| 5th | heat metal, locate object |
| 9th | conjure animals, tiny servant |
| 13th | leomund's secret chest, steam strike |
| 17th | animate objects, speak with walls |
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools.
Clockwork Companion
By 3rd level, your tinkering has led you to create a mechanical masterpiece, a clockwork companion. It is friendly to you and your companions and it obeys your commands.
You determine the companion's appearance; your choice has no effect on its game statistics. See this creature's game statistics in the Clockwork Companion stat block below. You choose from the available customization options in the stat block and once chosen, they cannot be changed for that companion.
In combat, the clockwork companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The clockwork companion returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new clockwork companion if you have your smith's tools with you. If you already have a clockwork companion from this feature, the first one immediately perishes.
Clockwork Companion
Medium construct, unaligned
- Armor Class 16 (natural armor)
- Hit Points (the clockwork companion's Constitution modifier + 4) times your artificer level
- Speed 30 ft.
Choose one of the following stat arrays:
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2) 14 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 6 (-2) 12 (+1) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Choose two from Str, Dex, and Con to gain a +2 bonus.
- Skills Choose any two to gain a +2 bonus
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses Darkvision 60 ft., passive Perception 10 + Perception bonus
- Languages understands the languages you speak
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the clockwork companion's skill bonuses, saving throw bonuses, the bonus to hit with its attack, and the damage it deals on a hit.
Actions (Choose one)
Melee Attack. +(Strength modifier + 2) to hit, reach 5 ft., one target you can see. Hit 1d8 + Strength modifier bludgeoning, piercing, or slashing damage (choose one type)
Ranged Attack. +(Dexterity modifier + 2) to hit, range 120 ft., one target you can see. Hit 1d8 + Dexterity modifier bludgeoning, piercing, or slashing damage (choose one type)
Upgrades
Tool Gizmo. At 3rd level in this class, you can upgrade your clockwork companion with one set of artisan's tools of your choice. It is proficient with the use of those tools, and can aid another to complete work.
Apparatus Upgrade. At 5th level in this class, the clockwork companion gains additional hit points equal to your level in this class + your Intelligence modifier, and their attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Transference Modulator. At 5th level in this class, this upgrade allows you to channel spells with a range of Touch or Self through your clockwork companion when it is within 120 feet of you.
Locomotor Apparatus. At 7th level in this class, choose one of the following upgrades for your clockwork companion's speed: Its walking speed increases to 45 ft, or it gains a burrow, climb (even upside down), fly, or swim speed of 30 feet.
Aptitude Element Enhancement. At 9th level in this class, your clockwork companion's Intelligence score increases by 2, and it can now speak one language of your choice that you can also speak.
Multiattack Mechanism. At 11th level in this class, the clockwork companion can make two melee or ranged attacks when it takes the Attack action.
Ingenuity Booster Unit. At 13th level in this class, you choose one of your clockwork companion's skills or its tool proficiency. It gains a bonus to ability checks with the chosen skill or tool equal to your proficiency bonus.
Command Module Mindlink. At 15th level in this class, your clockwork companion no longer requires your bonus action to control.
Overdrive
Beginning at 3rd level, you can use your action to channel a burst of magic through your smith's tools into a construct that you can see, that is under your control. For the next minute, the construct gains the following benefits:
- Its speed increases by 10 feet.
- It gains a +1 bonus to its AC.
- It gains an additional action on its turn that can only be used to take the Dash, Disengage, or Use an Object action.
You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses after you finish a long rest.
Apparatus Upgrade
Starting at 5th level, constructs created or summoned by you have additional maximum hit points equal to your level in this class + your Intelligence modifier. Additionally, their weapon attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Clockwork Creation
At 9th level, any conjuration spell that the you cast to summon a beast or monstrosity, instead summons a clockwork version of it. The creature's statistics change in the following ways:
- Its type changes to construct.
- It is immune to poison and psychic damage.
- It is immune to being charmed, exhaustion, frightened, paralyzed, petrified, or poisoned.
Optimal Primus
When you reach 15th level, you learn to channel the raw energy of the plane of Mechanus directly into a construct you can see, that is under your control. For the next minute, the construct gains the following benefits:
- Its gains truesight out to 120 feet.
- It gains resistance to all damage.
- When it hits with a weapon attack, it rolls one additional weapon damage die when determining damage for the hit.
Once you have used this feature, you can't do so again until you finish a long rest.
Barbarian
Primal Path
At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those offered in published sources.
Path of the Blazing Sun
There are many cultures, particularly in the harsh outlands that many barbarians call home, that revere the power of the sun. Barbarians who follow the Path of the Blazing Sun take this reverence a step further, and learn to how to transform and harness this power. These barbarians transform their rage into a dazzling display of magic, where powerful flames leap from their weapons and their movement becomes impossible to track as they disappear in a flash of light only to reappear moments later, ready to strike down their foes with radiant energy.
Barbarians who draw on the power of the sun are versatile fighters, capable of clearing groups of enemies with ease. In a display of their reverence, these barbarians typically adorn themselves with tattoos and markings that represent the sun, and often adorn their clothing with these symbols as well.
Path of the Blazing Sun Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Sunlit Fury |
| 6th | Aspect of the Sun |
| 10th | Radiant Steed |
| 14th | Blazing Retribution |
Created by Jonoman3000 on reddit.
Sunlit Fury
Starting when you choose this path at 3rd level, the burning rage in your heart manifests as white-hot fire and dazzling radiance. While you rage, you can charge the first attack you make each turn with either fire or radiance. The weapon's damage type for the attack becomes fire or radiant, respectively, and it gains a secondary effect, outlined below:
Fire. In addition to your primary target, you can choose a secondary target that is also within your weapon's reach. If the attack hits its primary target, flames arc onto the secondary target. If the attack roll that was made against the primary target would also hit the secondary target, that secondary target takes fire damage equal to 1d4 + a third of your Barbarian level.
Radiance. Your reach for this attack is increased by 15 feet. Immediately after you declare your attack's target, you disappear in a flash of light. You then reappear in an unoccupied space within 5 feet of the target, and complete the attack. If there is no space available within 5 feet of the target, you remain at your original location and the attack fails. In order to select this option, your speed can't be 0.
Aspect of the Sun
Beginning at 6th level, the warm touch of the sun can invigorate you. When you take a short rest and spend the entire rest in sunlight, you regain an additional 1d6 hit points if you spend at least one hit die during the rest, and you regain 1 additional hit point for every hit die you spend. Also, you are provided with enough nourishment to sustain yourself for one day.
Additionally, you gain both the control flames cantrip and the light cantrip if you don't already have them. Your spellcasting ability for these spells is Constitution.
Radiant Steed
At 10th level, you learn to form the radiance and fire of your soul into a separate entity - a mighty steed. You can cast the phantom steed spell, but only as a ritual. For you, this spell summons a semi-transparent steed made from light and fire. The steed sheds bright light in a 10-foot radius, and dim light 10 feet beyond that.
Blazing Retribution
At 14th level, when a creature within your weapon's reach hits you with an attack while you're raging, you can use your reaction to cause magical energy to streak towards your attacker. Choose fire or radiance. The creature must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. It then suffers one of the following effects:
Fire. The creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Radiance. On a failed save, the creature is blinded until the start of its next turn.
Path of the Celestial Avatar
Some barbarians revere the celestial spirits that roam the lands and skies, and seek them out to be their guides and personal connection to the divine. A few barbarian clans have pre-established connections to celestial spirits, and for those clans taking this path is merely proving yourself worthy of that creature's power. For many barbarians, however, taking this path requires them to search far and wide for a celestial willing to let them become an avatar.
Most any celestial creature is capable of granting a barbarian this path. The most common among these are unicorns, couatls, and low-ranking angels, who accept righteous barbarians as their avatars - extensions of their power that help them carry out their divine will. For some barbarians that take this path, their rage becomes reminiscent of divine possession - In rage, their personality can take on some of the attributes of their celestial guide's personality.
Path of the Celestial Avatar Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Avatar of Might |
| 6th | Celestial Blessing |
| 10th | Divine Guidance |
| 14th | Avatar of Light |
Created by Jonoman3000 on reddit.
Avatar of Might
When you adopt this path at 3rd level, you gain a celestial guide that you will serve as an avatar of its power. In return for your service, the guide bestows upon you the ability to channel divine magic through your rage. You gain access to the following spells: detect evil and good, heroism, and protection from evil and good. Wisdom is your spellcasting ability for all the spells granted by this feature.
On the turn you start your rage, you can use your action to cast one of the spells you gained with this feature at 1st level without expending a spell slot or using material components. For you, this spell doesn't require concentration if it normally does, and it lasts for the duration of your rage rather than the duration the spell specifies. Also, as you cast this spell you release a burst of radiant energy, causing each creature of your choice within 5 feet of you to take radiant damage equal to your Wisdom modifier + the spell's level (minimum of 1). If this burst deals damage to at least one creature, your rage won't end when this turn ends.
Once you use this feature, you can't use it again until you finish a long rest. You can use this feature twice per long rest starting at 6th level, and three times per long rest at 14th level.
At 10th level, you cast all the spells you gain with this feature at 2nd level, and you gain access to the following additional spells: protection from poison, silence, and warding bond.
At 14th level, you cast all the spells you gain with this feature at 3rd level, and you gain access to the following additional spells: beacon of hope, daylight, and protection from energy.
Celestial Blessing
At 6th level, you gain resistance to radiant and necrotic damage.
Additionally, once per rage you can use your bonus action to become momentarily incorporeal, as your body and all of your equipment appears to transform into brilliant starlight. For the next 10 feet of movement you make on your turn, you can move through other creatures and objects as if they weren't there, and your movement doesn't provoke opportunity attacks. If this movement ends and you're still inside an object or creature, you are transported to the nearest unoccupied space outside of it, and take 2d6 force damage.
Divine Guidance
At 10th level, you can cast the divination spell, but only as a ritual. The entity you are put in contact with for this spell is the celestial guide you chose when you selected this subclass.
Avatar of Light
Starting at 14th level, your rage gives off divine light. For the duration of your rage, bright light extends 15 feet from you in every direction, and dim light extends 15 feet beyond that. Creatures of your choice within the bright light gain resistance to radiant damage, necrotic damage, and one other damage type of your choice that isn't bludgeoning, piercing, or slashing damage. You choose the damage type whenever you activate your rage.
Path of the Dawn Herald
Barbarians that follow the Path of the Dawn Herald channel the light of the world through their rage, allowing it to shine through them as they decimate the battlefield. They empower their strikes with bursts of radiant light, and often work alongside clerics and paladins of established religions to cleanse the unholy.
Path of the Dawn Herald Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Inner Light, Piercing Light |
| 6th | Radiant Aegis |
| 10th | Lightbearer's Presence |
| 14th | Cascading Light |
Created by Rain-Junkie on reddit.
Inner Light
When you take this path at 3rd level, you become a conduit for light and allow it to shine through you in battle. When you enter a rage, you can choose to begin glowing with magical light for the duration of your rage, shedding bright light in a 15 foot radius and dim light for an additional 15 feet.
Additionally, you gain proficiency in the Persuasion skill, and can speak, read, and write Celestial.
Piercing Light
Also at 3rd level, you can strike out with a blast of radiant light. Once per turn when you take the Attack action while raging and holding a simple or martial melee weapon, you can make a special magical attack in place of a melee weapon attack, releasing a blast of radiant energy in a line that's 5 feet wide and 15 feet long.
Creatures in the line must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or take radiant damage equal to 1d4 + your rage damage bonus + one third of your barbarian level. If you're holding a heavy or versatile weapon in two hands when you make this special attack, it deals an additional 1d4 radiant damage. On a success, they take half damage.
Additionally, if you use your Reckless Attack feature, the line increases to be 30 feet long.
Radiant Aegis
At 6th level, you're able to call upon the light to shield you from harm. When you deal damage to a creature with your Piercing Light feature you can immediately form a shield of light around yourself, which lasts until the end of your next turn. While this light surrounds you, you reduce any damage you take by an amount equal to your Constitution modifier + your rage damage bonus. You can use this ability only once per rage.
Lightbearer's Presence
Beginning at 10th level, you can use your action to awe someone with your radiant presence and inspire them to aid you. When you do so, choose one creature 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 Constitution modifier) or be charmed by you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the charmed creature until the end of your next turn. This effect ends if the creature takes damage, or if it ends its turn out of line or sight or more than 60 feet away from you. When this effect ends, the creature knows it was charmed by you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Cascading Light
At 14th level, you can launch yourself into the sky, only to crash down in a burst of brilliant and destructive light. As an action on your turn while raging, you can choose an empty space within 60 feet of you on the ground that you can see. You immediately move to that space without provoking attacks of opportunity.
All creatures within 10 feet of your new location must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) as light flares around you. On a failed save, a creature takes 4d6 radiant damage and is blinded until the start of your next turn. On a successful save, a creature takes half as much damage and isn't blinded.
Path of the Grave
The Path of the Grave is a path rarely followed by warriors, and for good reason; those who take up this Primal Path find themselves being drawn ever closer to a life of undeath, lured in by promises of deadly and necromantic abilities.
Those who follow this path fully submit themselves to the chilling embrace of undeath by undergoing a unique ritual wherein they die, are buried, and then arise from their graves after three days. Upon being brought back, these barbarians become warriors of death and beings of an unnatural form.
Though while they gain more strength and power after death, many followers of this path struggle with their new form, questioning the moral and mortal elements of their change as they grow further and further into a being that is neither truly living nor fully dead.
Path of the Grave Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Deathly Fortitude, Grave Warrior |
| 6th | Embrace Undeath |
| 10th | One With the Undead |
| 14th | Fear of the Dead |
Created by Yorviing on reddit.
Deathly Fortitude
When you choose this path at 3rd level, you abandon elements of your mortality for strengths of the undead. You have advantage on saving throws against poison and disease. When you reach 14th level, you become immune to poison and disease.
Grave Warrior
Also at 3rd level, you become an unyielding force of death when you enter your rage. While you're raging, you gain the following benefits:
- Being frightened does not prevent you from moving closer to the source of your fear.
- If you are below half your hit point maximum tt the start of your turn, you regain hit points equal to half your barbarian level.
Embrace Undeath
At 6th level, you acquire the resilience and unrelenting drive of the undead. You gain resistance to poison and necrotic damage, and being unconscious doesn't cause your rage to end early.
Additionally, you no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch or reading.
One With the Undead
By 10th level, you have finally beocme more dead that living. You do not need to eat, drink, or breathe, but you can ingest food and drink if you wish.
The dead also often consider you as one of their own. When an undead creature attacks you, that creature must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature must choose a new target or lose the attack. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
The undead creature is aware of this effect before it makes its attack against you.
Fear of the Dead
Starting at 14th level, you awaken the fear of death within your enemies. When you enter your rage, each hostile creature within 60 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution bonus, or be frightened of you for 1 minute. Constructs and undead are immune to this effect. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Additionally, when you take the Attack action on your turn and make an attack against a creature that is frightened of you, you can make one additional attack against the creature as part of the same action.
Bard
Errata: Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any classes at 14th level and again at 18th level.
Bardic College
At 3rd level, a bard gains the Bardic College feature. The following options are available to a bard, in addition to those offered in published sources.
College of Benevolence
Bards of the College of Benevolence honed their craft in the upper planes, or at least through the tutelage of a creature native to the upper planes. These bards often learn their magic from celestial creatures, such as lesser angels, couatls, ki-rin, and unicorns. Others might be tutored by humanoids that have visited or taken residence in the upper planes, and gained enough knowledge of the celestial workings of the world to pass on that knowledge to others.
Regardless of their tutor, these bards learn to be master physicians and therapists, adept at healing both magically and nonmagically, and capable of putting others at ease with just a few choice words or a calming melody. Their teachers also emphasize the importance of redemption, mercy, and forgiveness, and teach that no life should be snuffed out needlessly. While bards of this college aren't usually true pacifists, they typically seek out non-violent solutions whenever they can. They often attempt to persuade or reason with their foes, and can also use a variety of powerful magics to end conflicts before they start.
Bards of this college often travel through the lands and planes of the world, acting as both traveling doctors and traveling musicians. They heal the sick and injured, resolve conflicts, and bring joy and merriment to all settlements they pass through.
College of Benevolence Features
| Bard Level | Feature |
|---|---|
| 3rd | Merciful Inspiration, Trained Physician |
| 6th | Pact of Forgiveness |
| 14th | Calming Presence |
Created by Jonoman3000 on reddit.
Merciful Inspiration
At 3rd level, the magic laced into your voice can bring your comrades back from the brink of death. When a creature within 60 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to expend one use of Bardic Inspiration, rolling the Bardic Inspiration die and causing the creature's hit point value to equal the number rolled, rather than 0.
Once you use this feature on a creature, that creature can't benefit from this feature again until it finishes a short or long rest.
Trained Physician
Also at 3rd level, your extensive training in medicine has made you especially well-versed in the use of healer's kits. You gain proficiency in Medicine.
When you spend a use of a healer's kit, you can choose to make a DC 10 Medicine check. On a successful check, the use isn't expended, as you are able to make do with limited aid from the kit. If the target is at 0 hit points and you roll a 20 on the d20 used for this check, the target regains 1 hit point.
Additionally, you can use a healer's kit to treat disease. By spending a use of a healer's kit and taking 10 minutes carefully treating a creature's illness, you can grant that creature a bonus to their next Constitution saving throw made to recover from that disease. This bonus equals your total bonus that you apply to your Medicine checks.
Pact of Forgiveness
Beginning at 6th level, you can cut a deal with a hostile creature as they fall - sparing their life, in return for their cooperation. When a hostile creature within 60 feet of you that is capable of speaking a language is reduced to 0 hit points, you can use your reaction to speak with them telepathically in the moments before they pass on. The message you give them must be 25 words or less, and it must include some kind of deal that they can agree or disagree with, in exchange for their life. For example, if you were to use this feature on a mysterious assassin, you could state "Tell me who hired you, and I will spare your life."
If they disagree with your terms or are unable to fulfill them, they die as normal. If they agree with them, however, they are left unconscious and stable at 0 hit points. When they awake, they are forced to comply with whatever they agreed to. This forced compliance ends after 30 days, when you choose to end it, or if wish is cast on the target. For the next 45 days, you are also expected to hold up your end of the deal. If during this duration you or your companions damage or cast a harmful spell upon the creature without first being attacked by them, you become unable to use this feature again for the next 30 days, and the forced compliance ends.
As soon as the creature receives the message, they are granted all the information on this feature they would need to make an informed decision. Most importantly, they know that they will be forced to comply if they accept, and they know that you will be negatively impacted if you don't hold up your end of the deal.
Once you use this feature, you can't use it again until you finish a short or long rest. You also can't use the feature if you already have another creature under forced compliance.
Calming Presence
Starting at 14th level, your magical presence can cause hostilities to cease before they even begin. When you roll initiative, you can use your reaction to immediately cast calm emotions, without expending a spell slot. When you cast calm emotions in this way, you can choose to target any number of creatures that you can see within 120 feet of you, rather than a just targeting a 20-foot sphere, and the creatures you target don't need to be humanoid. Additionally, creatures make their save against this spell with disadvantage.
Once you use this feature, you can't use it again until you finish a long rest.
College of Drama
Long have the performing arts been a favorite pastime of nobles and peasants alike. Actors and thespians perform stories that while fictional, reveal great truths about life, death, and the struggles in between. The Muse, the ancient spirit of inspiration, moves the hearts of actors, great and small, to give their all while performing for others.
As a Bard of the College of Drama, you have dedicated your life to performing for others. Whether you use your abilities to uplift the weary, or strike fear into the haughty, the Muse will guide your voice.
College of Drama Features
| Bard Level | Feature |
|---|---|
| 3rd | Actor's Proficiencies, Channel the Muse |
| 6th | Soliloquy |
| 14th | Final Curtain |
Created by LaserLlama on reddit.
Actor's Proficiencies
Starting at 3rd level, you gain the skills necessary to dazzle an audience from the stage. You gain proficiency with the Performance skill and the disguise kit.
Channel the Muse
When you join the College of Drama at 3rd level, the Muse drives you to craft two masks. One, a laughing Mask of Comedy, the other, a weeping Mask of Tragedy. At the end of a long rest, you choose which mask you wish to wear, gaining abilities based on your choice. You need not wear the mask on your face, but it must be prominently displayed on your person.
Once you choose a mask you cannot change it until you complete another long rest. If either of the masks are lost or destroyed, you can magically create a replacement at the end of a short or long rest.
Mask of Comedy. You use your talent for the dramatic to inspire your allies in combat. As a reaction, when a friendly creature within 30 feet of you is forced to make a saving throw, you can expend a use of your bardic inspiration. Roll your bardic inspiration die and add the amount to the result of the saving throw.
Mask of Tragedy. Your flair for the tragic allows you to use your abilities to bring sorrow to your foes. As a reaction, when an enemy creature within 30 feet of you is forced to make a saving throw, you can expend a use of your bardic inspiration to detract from their result. Roll your bardic inspiration die, and subtract the amount from the result of the saving throw.
Soliloquy
At 6th level, your stage presence and ability to deliver passionate performances empowers your Countercharm. In addition to it's regular effects, your Countercharm gains additional effects depending on which of your masks you are wearing.
Mask of Comedy. Your Countercharm inspires those that hear it to perform great deeds. Friendly creatures under the effect of your Countercharm add 1d4 to their attack rolls and ability checks. Additionally, friendly creatures effected by your Countercharm gain temporary hit points equal to your Charisma modifier.
Mask of Tragedy. Your Countercharm not only emboldens your allies, it undermines your enemies resolve. Enemy creatures within 30 feet of you when using your Countercharm subtract 1d4 from their attack rolls and ability checks, as long as they can hear you. Additionally, enemy creatures within 30 feet of you have disadvantage on saving throws against being charmed or frightened. Enemies must be able to hear you to be affected by your Countercharm in this way.
Final Curtain
At 14th level, the Muse grants you the ability to give such a rousing performance that you enthrall death itself.
Mask of Comedy . You can bring a friendly creature back from the brink of death. As an action, target a friendly creature that is unconscious and expend a use of your bardic inspiration. Make a Performance check, roll your bardic inspiration die, and add it to the result of the roll. If the total result is 20 or higher, the target regains hit points equal to your Bard level.
Mask of Tragedy. As a reaction you take when you would fall to 0 hit points, you can expend a use of your bardic inspiration to stave off death. Make a Performance check, roll your bardic inspiration die, and add it to the result of the roll. If the total result is 20 or higher, you fall to 1 hit point instead of 0.
College of Linguistics
Bards of the College of Linguistics are expert translators, elocutionists, and cryptographers. In their bardic studies, they research not only how they can most effectively inspire their friends with their spoken and written word, but also how they can best manipulate the utterances and resonances of their spells to maximize their impact.
Despite their profound magical abilities, these bards prefer learning to communicate with other creatures "the old-fashioned way," as they find it to be the most authentic and precise way to express themselves. They dive headlong into the history and culture surrounding a language - excitedly noting the idiosyncrasies of each dialect - and they dream of opportunities where they can properly show off their fluency to native speakers.
College of Linguistics Features
| Bard Level | Feature |
|---|---|
| 3rd | Bonus Proficiencies, Arcane Linguist, Vocal Projection |
| 6th | Bardic Inscription |
| 14th | Words of Power |
Created by TheArenaGuy on reddit.
Bonus Proficiencies
When you join the College of Linguistics at 3rd level, you gain proficiency with calligrapher's supplies and the forgery kit. You can use an ink pen, quill, or other writing instrument, or a book in which you have written at least 20 pages of text as a spellcasting focus for your bard spells.
In addition, you learn two languages of your choice. You learn additional languages when you reach certain levels in this class, learning another two languages of your choice at 5th level, 10th level, 15th level, and 20th level.
Languages: Expanded
There are eight Standard Languages and eight Exotic Languages listed in chapter 4 of the Player's Handbook. In addition to those, you may choose to learn any of the following languages when you learn new languages thanks to your Bonus Proficiencies feature.
Bred
- Bullywug
- Grung
- Loxodon
- Minotaur
Exotic
- Aquan
- Auran
- Druidic
- Gith
- Ignan
- Merfolk
- Modron
- Quori
- Sphinx
- Terran
- Thieves' Cant
- Vedalken
Monstrous
- Blink Dog
- Giant Eagle
- Giant Elk
- Giant Owl
- Gnoll
- Grell
- Hook Horror
- Kruthik
- Otyugh
- Sahuagin
- Slaad
- Thri-kreen
- Tlincalli
- Troglodyte
- Umber Hulk
- Vegepygmy
- Winter Wolf
- Worg
- Yeti
Arcane Linguist
At 3rd level, you learn the comprehend languages spell. If you already know this spell, you learn a different 1st-level bard spell of your choice. The spell doesn't count against your number of spells known. When you cast comprehend languages, the spell has a range of touch, instead of self, and if you cast it using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Vocal Projection
At 3rd level, you learn to enhance the potency of the magical words you speak. The range of your Bardic Inspiration feature increases to 120 feet.
In addition, whenever you cast a spell that has a verbal component, you can expend one use of your Bardic Inspiration to either grant one friendly target of the spell temporary hit points or cause one hostile target of the spell to take psychic or thunder damage (your choice). The number of temporary hit points gained or amount of damage dealt is equal to the number you roll on the Bardic Inspiration die.
When you expend a use of your Bardic Inspiration in this way, you can also apply one of the following Vocal Projections of your choice to the spell. You can only use one Vocal Projection option per turn.
Manipulative Projection. You interweave the verbal components of the spell with a mind-altering enchantment, influencing the actions of one creature affected by the spell. If the target is friendly, it has advantage on the next attack roll it makes before the end of its next turn. If the target is hostile, it has disadvantage on the next attack roll it makes before the end of its next turn.
Thunderous Projection. Your voice booms as you perform the verbal components of the spell. If the spell has a range of 5 feet or greater, its range is doubled for this casting.
Ventriloquist's Projection. You perform the verbal components of the spell through a willing creature you can see within 60 feet of you, speaking through the creature in your own voice. If the spell has a range of touch, that creature can deliver the spell as if it had cast the spell (no action required), otherwise the spell originates from you.
Bardic Inscription
At 6th level, you gain an additional way to grant your Bardic Inspiration, inspiring others via your written word. At the end of a short or long rest, you can inscribe up to fifteen words on an object, such as a piece of paper, parchment, or other suitable writing material, infusing your script with bardic magic.
A creature in possession of the object is considered to have a Bardic Inspiration die from you and can spend the die as normal. Once the Bardic Inspiration die is rolled, the magic vanishes from the text of the object.
You can only have three objects infused with this bardic magic at a time, and you can choose to dismiss the magic from the text of any of these objects at any time.
Words of Power
At 14th level, through your esoteric studies in language, you have unveiled a series of forgotten, forbidden, or destructive words that can magically cripple the linguistic capabilities of your foes. As an action, you can utter your words of power and choose one creature within 120 feet of you that can hear you. The target must make an Intelligence saving throw against your spell save DC.
On a failed save, the target takes psychic or thunder damage (your choice) equal to 2d10 + half your bard level, and for 1 minute or until you lose your concentration (as if concentrating on a spell), the target cannot speak, communicate telepathically, perform the verbal components of spells, or understand language.
On a successful save, the target takes half as much damage and stumbles over its words for a short time; all creatures have advantage on saving throws made against any spells the target casts before the end of its next turn.
Once you use this feature, you cannot do so again until you finish a short or long rest.
College of Revelry
Some bards have a way of becoming the center of attention wherever they go. They enjoy the after parties more than their actual performances, and it is rare that they turn down an invitation for a good time. Bards of the College of Revelry live for celebrations and hedonistic gatherings of all kinds.
Their honeyed words have a way of convincing anyone to let loose and have a good time. However, some bards of this college have a dark side, influencing others to become so carefree that they will compromise their long held values.
College of Revelry Features
| Bard Level | Feature |
|---|---|
| 3rd | Charming Presence, Depraved Enchantments |
| 6th | Stirring Performance |
| 14th | Hedonistic Trance |
Created by LaserLlama on reddit.
Charming Presence
At 3rd level, your natural charismatic aura makes other people strangely comfortable around you. If you are carousing with another creature, you can choose to have advantage on any Deception, Insight, Persuasion, and Sleight of Hand check made against them. You may use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Drinking, dancing, feasting, partying, and gambling all count as carousing for the purposes of this feature.
Depraved Enchantments
Also at 3rd level, your spells are dripping with debilitating pleasure. When you force a creature to make a saving throw against an enchantment spell, you can expend one use of your bardic inspiration to give them disadvantage on the roll.
If the creature fails the saving throw they gain a level of exhaustion in addition to the effects of the enchantment spell.
Stirring Performance
At 6th level, your presence during rests enlivens your allies to achieve impressive feats worthy of the greatest performances. Any creature that benefits from your Song of Rest has advantage on their next ability check, attack roll, or saving throw made before their next short or long rest.
Hedonistic Trance
At 14th level, you gain the ability to send creatures into a state of ecstasy. As an action, you can expend a use of your bardic inspiration and touch a creature. The target must make a Wisdom saving throw or be stunned and sent into a trance for up to one minute. If the target takes damage, they repeat the saving throw to end the effect.
This ability counts as an enchantment spell for the purposes of your Depraved Enchantment ability. You determine what this trance looks like. It could be a drunken stupor, uncontrollable laughter or dancing, sensual hallucinations, or overwhelming pleasure.
College of Wordplay
The College of Wordplay, often scorned by other colleges (and indeed many other people), is the home of bards who specialize in linguistic comedy. These bards thrive on the laughter of crowds rather than the heroism of stories or the beauty and artistry of music or dance. They craft and wield witty and comedic puns, spoonerisms, oxymorons, tongue-twisters, and other types of wordplay to inspire (or punish) their audience.
College of Wordplay Features
| Bard Level | Feature |
|---|---|
| 3rd | Linguistic Knowledge, Punishing Puns |
| 6th | Work the Crowd |
| 14th | Knock 'em Dead |
Created by ianacook on reddit.
Linguistic Knowledge
When you join the College of Wordplay at 3rd level, you learn two additional languages and gain proficiency in one Intelligence, Wisdom, or Charisma skill of your choice.
Punishing Puns
Also at 3rd level, you learn how to use your groan-inducing comedic linguistic wit to cause pain in others.
As a bonus action, you can expend one of your uses of Bardic Inspiration and target a creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your bard spell save DC or take psychic damage equal to the roll of your Bardic Inspiration die and have disadvantage on attack rolls against any creature other than you until the end of its next turn. The creature is immune to this effect if it can’t hear you.
Work the Crowd
At 6th level, you learn how to perfectly time your jokes and wordplay for maximum impact. You learn the 1st level spell tasha's hideous laughter. If you already know it, you learn another spell of 1st level from the bard spell list of your choice. It does not count against your number of bard spells known.
When you cast tasha's hideous laughter, you can target a number of creatures equal to your Charisma modifier (minimum of one) within range. You deal psychic damage equal to a roll of your Bardic Inspiration die to each target, and they make their initial saving throw against the spell with disadvantage. Until the spell ends, whenever an affected creature fails its saving throw against the spell at the end of its turn, it takes an additional 1d4 psychic damage that does not trigger a new saving throw.
Once you use this feature, you can’t use it again until you finish a long rest.
Knock ’em Dead
At 14th level, you learn how to craft puns that are irresistibly damaging to the psyche. When you use your Punishing Puns feature, you can target up to three creatures instead of one. You also add your Charisma modifier to the psychic damage you deal, and a creature that succeeds on its saving throw takes half damage instead of no damage.
Additionally, when you reduce a creature’s hit points to zero with your Punishing Puns feature, you regain 1 use of your Bardic Inspiration.
Cleric
Divine Domain
At 1st level, a cleric gains the Divine Domain feature. The following options are available to a cleric, in addition to those offered in published sources.
Arcana Domain
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Arcana Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Arcane Initiate |
| 2nd | Channel Divinity: Arcane Abjuration |
| 6th | Spell Breaker |
| 8th | Potent Spellcasting |
| 17th | Arcane Mastery |
From the Sword Coast Adventurer's Guide.
Arcana Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | detect magic, magic missile |
| 3rd | magic weapon, nystul's magic aura |
| 5th | dispel magic, magic circle |
| 7th | arcane eye, leomund's secret chest |
| 9th | planar binding, teleportation circle |
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in Arcana, and learn two cantrips of your choice from the wizard spell list. These cantrips count as cleric cantrips for you.
Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Arcane Banishment
| Cleric Level | Banishes Creatures of CR... |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Artistry Domain
Gods of artistry - such as Denier, Milil, Branchala, and Apollo - promote creativity and imagination above all. These gods value all of the arts, including music, painting, sculpting, and other skilled crafts, though they often specialize in one craft above the others. Clerics of a god of artistry are creative souls infused with the desire to create and share their emotions with others, whether through song, artwork, or other means. Many of their compositions are created or improved through magic, and are often a glorious sight to behold or listen to.
Artistry Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Bonus Proficiencies, Artistic Compositions |
| 2nd | Channel Divinity: Bring to Life |
| 6th | Channel Divinity: Illusory Theatre |
| 8th | Potent Spellcasting |
| 17th | Improved Artisanship |
Created by Jonoman3000 on reddit.
Artistry Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | color spray, silent image |
| 3rd | magic mouth, skywrite |
| 5th | major image, tongues |
| 7th | fabricate, stone shape |
| 9th | creation, dream |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in Performance, and one of the following artisan's tools: calligrapher's supplies, glassblower's tools, jeweler's tools, painter's supplies, potter's tools, or woodcarver's tools. Also, you gain proficiency in a musical instrument of your choice.
Artistic Compositions
Also at 1st level, you can conjure magical pieces of artwork that you design in your mind. Over a long rest, you can create musical compositions, paintings, and sculptures. You can create a number of these objects equal to your Wisdom modifier (a minimum of 1), and they can last until you complete your next long rest. You can create a single option multiple times, or create a variety of different options. The options are described below:
Musical Composition. You write a musical composition upon a few conjured pages. As an action, you can cause the music to magically play within the mind of a creature you can see within 15 feet of you. That creature must succeed on a Wisdom saving throw or be charmed by you until the start of your next turn. A creature charmed this way can't willingly move away from you.
As you use this action, the pages disintegrate into nothingness.
Painting. You conjure a painting of your design that fits within a rectangular area no larger than 3 feet on a side, and no smaller than half a foot on a side. As an action, you can enter into the painting if you are within 5 feet of it. You, along with anything you're wearing or carrying, disappears before appearing at a location of your choice within the painting. You can remain within the painting for up to 10 minutes, though you are also forced out if the painting takes any damage. While within the painting, you can see, hear, and smell as normal.
Once you leave the painting, it disintegrates into nothingness.
Sculpture. You conjure a tiny sculpture of yourself. While you are within 30 feet of the sculpture, you can use your bonus action to teleport to its location. If there is insufficient room at the sculpture's location, you teleport to the location nearest to the sculpture that has sufficient room for you.
Once you teleport, the sculpture disintegrates into nothingness.
Channel Divinity: Bring to Life
Beginning at 2nd level, you can use your Channel Divinity to create real creatures and objects from artwork. During a minute-long ritual, you touch a piece of artwork and cause a single object or creature depicted within that piece to be conjured at an unoccupied location within 30 feet of you, in a perfectly realistic form.
To be an eligible target, the real version of a selected creature or object must fit within a 10-foot cube, and, if its a creature, must be of CR 0. A conjured creature can be of any creature type, is friendly to you, and obeys your commands. Anything conjured with this Channel Divinity lasts for up to 1 hour. You can dismiss the conjured creature or object by using a bonus action on your turn.
Channel Divinity: Illusory Theatre
At 6th level, you can use your Channel Divinity to make complex illusions that include a variety of images, sounds, and music. As an action, you can create this illusory production, which must fit entirely within a 20-foot cube centered on a point you can see within 60 feet of you. For up to an hour, or until you lose your concentration (as if you were concentrating on a spell), any number of images, sounds, smells, and even non-harmful temperature changes can originate within the area, and move around in it. There are no limitations on what can appear, and there can be scene changes, speaking characters, sound effects, background music, and other such things.
The entirety of the production must be planned out before you use this Channel Divinity, however, and no changes can be made during its duration. A production made on the spot might last for a very short duration or have few moving parts, as you would lack the time to create anything more elaborate.
Physical interaction with any of the images reveal them to be illusions, as things can pass through them. A creature that uses its action to examine the production can determine that it is an illusion with a successful Intelligence (Investigation) check against your cleric spell save DC. If a creature discerns the illusion for what it is, the creature can see through it, and its other sensory qualities become faint to the creature.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Improved Artisanship
At 17th level, both of the Channel Divinity features granted by this domain are improved. You can use Bring to Life as an action, rather than a minute-long ritual, and you can use it to create creatures of up to CR 2. Also, the maximum area of Illusory Theatre is increased to a 50-foot cube, and concentration is no longer required to maintain it.
Blood Domain
The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. Clerics of blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson.
Blood Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Bonus Proficiency, Bloodletting Focus |
| 2nd | Channel Divinity: Blood Puppet |
| 6th | Channel Divinity: Crimson Bond |
| 8th | Sanguine Recall |
| 17th | Vascular Corruption Aura |
Created by chrooo and others on http://dnd5e.wikidot.com/.
Blood Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | sleep, ray of sickness |
| 3rd | carnage blast, ray of enfeeblement |
| 5th | blood extraction, slow |
| 7th | blight, hemorrhage |
| 9th | dominate person, hold monster |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons.
Bloodletting Focus
From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.
Channel Divinity: Blood Puppet
Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will.
As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw.
At 8th level, you can target a Huge or smaller creature.
Channel Divinity: Crimson Bond
Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago.
As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.
During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond and you suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes or hear through the ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.
Sanguine Recall
At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 necrotic damage per spell slot level recovered, which cannot be reduced or avoided in any way. You can’t use this feature again until you finish a long rest.
For example, if you are an 8th-level cleric, you can recover up to four levels of spell slots. You can recover a single 4th-level spell slot, two 2nd-level spell slots, a 3rd-level spell slot and a 1st level spell slot, or four 1st-level spell slots. You then suffer 4d6 necrotic damage.
Vascular Corruption Aura
At 17th level, as an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.
For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half the intended number of hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Chaos Domain
Some say there is order to the universe, but to have order, discord must exist. Loki, Eris, Typhon, Pan, Set, and deities of art, creativity, trickery, war, and luck may have chaos as one of their domains. Your deity has touched you with its strange and wild power, granting you the ability to create and destroy without regard to the consequences. Pulling material from the writhing elemental chaos, calling upon unpredictable power, and bringing true change, your task is to make the world a different place. Good and bad mean little when nothing is static and anything can happen. Rise to the call of your deity, a champion of chaos.
Chaos Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Bonus Cantrips, Discordant Manifestation |
| 2nd | Channel Divinity: Chaotic Power |
| 6th | Channel Divinity: Wild Creation |
| 8th | Potent Spellcasting |
| 17th | Formless Upheval |
Created by GenuineBelieverer on reddit.
Chaos Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | chaos bolt, color spray |
| 3rd | alter self, shatter |
| 5th | blink, hypnotic pattern |
| 7th | hallucinatory terrain, polymorph |
| 9th | creation, conjure elemental |
Bonus Cantrips
When you select this domain at 1st level, you learn the prestidigitation and minor illusion cantrips, which count as cleric cantrips for you.
Discordant Manifestation
At 1st level, your connection to your deity disrupts everything around you. You can ignore difficult terrain you create, and you can use your action to warp reality. Choose a number of 5-foot cubes up to your cleric level that you can see within 30 feet of you. Within each cube, a random harmless effect occurs, creating difficult terrain in that space for 1 minute.
Harmless effects from this feature might include bursts of color and wind, the creation of physical objects like furniture or plants, the distortion of existing objects in the space into new shapes, or an immaterial distortion that is difficult to traverse.
Channel Divinity: Chaotic Power
At 2nd level, you learn to channel the powers of the divine, but with limited control over the result. When you gain this feature, construct a table with 3 or more Divine Domains whose 2nd level Channel Divinity feature requires the use of an action, or use the following table instead. As an action, you present your holy symbol and use your Channel Divinity feature, rolling on the table. The resulting 2nd level Channel Divinity feature from the specified domain activates. You can change the domains on this table whenever you finish a long rest.
| d20 Result | Domain | Channel Divinity |
|---|---|---|
| 1 | Arcana | Arcane Abjuration |
| 2 | Blood | Blood Puppet |
| 3 | Courage | Rally Spirits |
| 4 | Elemental | Elemental Avatar |
| 5 | Grave | Path to the Grave |
| 6 | Knowledge | Read Thoughts |
| 7 | Life | Preserve Life |
| 8 | Light | Radiant of the Dawn |
| 9 | Lust | Eager Paramour |
| 10 | Madness | Paranoia |
| 11 | Nature | Charm Animals and Plants |
| 12 | Order | Order's Demand |
| 13 | Protection | Radiant Defense |
| 14 | Trickery | Invoke Duplicity |
| 15 - 20 | (reroll) | |
Channel Divinity: Wild Creation
At 6th level, when you use your Discordant Manifestation feature and target only spaces that do not have a creature, you can choose to use your Channel Divinity. When you do, you can create a physical barrier of random, harmful material in each cube. Each cube has hit points equal to your cleric level and lasts for 1 minute. Attacks targeting a cube automatically hit. Once per turn when a creature hits a cube with a melee attack, it takes acid, cold, fire, force, or lightning damage (your choice) equal to your cleric level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Formless Upheval
At 17th level, when you use your Chaotic Power Channel Divinity option, you can roll twice and take both results. If you roll the same result twice, you can reroll until a new result appears.
Corruption Domain
The Corruption domain is both insidious and broad. Many gods of death and undeath claim corruption as part of their domain, but so too do gods of lies. Few non-evil deity can claim influence over this domain, though some death deities see decay and corruption as a natural part of physical death on the material plane. The clerics of corruption are few, and they are often zealous or outright insane. They seek to spread mistrust, weaken the faith of other gods, and sunder civilization.
Corruption Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Insidious Whispers |
| 2nd | Channel Divinity: Decay Defenses |
| 6th | Channel Divinity: Corrupt the Flesh and Mind |
| 8th | Potent Spellcasting |
| 17th | Greater Decay |
Created by Ghosthack9 on reddit.
Corruption Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | distort value, fog cloud |
| 3rd | blindness/deafness, ray of enfeeblement |
| 5th | fast friends, fear |
| 7th | blight, shadow of moil |
| 9th | modify memory, negative energy flood |
Insidious Whispers
Starting when you choose this domain at 1st level, your very presences corrupts the truth.
You can use your action to touch a creature other than yourself and choose whether that creature makes all Deception checks with advantage or makes all Insight checks to uncover lies with disadvantage. Touching an unwilling creature requires a successful Sleight of Hand check.
These insidious whispers last for 10 minutes, or until you use this feature again.
Channel Divinity: Decay Defenses
Starting at 2nd level, you can use your channel divinity to degrade the protections other creatures hold dear. Raising your holy symbol, you can use a bonus action to decay the armor of one creature you can see or hear within 30 feet. The creature must make a Wisdom saving throw. Constructs and undead make this roll with disadvantage.
On a failure, the target's AC is lowered by 2 until the start of your next turn, as your divine corruption temporarily weakens scale, rots leather, rusts metal, and tatters the weave of magic. This feature cannot decrease a target's AC lower than 10 + the creature's Dexterity modifier.
Channel Divinity: Corrupt the Flesh and Mind
Starting at 6th level, you can use your Channel Divinity to degrade the core qualities of a creature. As an action, a creature of your choice that you can see or hear within 30 feet of you makes a Wisdom saving throw.
On a failure, choose a number of Ability Scores up to your Wisdom modifier (minimum of 1). The creature gains a -2 penalty to all ability checks and saving throws using the chosen Ability Scores. If Strength is chosen, the creature gains a -2 penalty to its melee weapon attack and damage rolls. If Dexterity is chosen, the creature gains a -2 penalty to its ranged weapon attack and damage rolls. If the creature's spellcasting ability is chosen, they have a -2 penalty on all spell attack rolls and their spell save DC is reduced by 2.
A creature's damage cannot be reduced lower than 1 with this ability. These penalties last until the creature finishes a short or long rest, or when you choose to end it at any time. The creature is unaware of the source of its affliction.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Greater Decay
At 17th level, you can target up to four creatures, instead of one, when using Decay Defenses, and it now lasts until the end of your next turn.
Courage Domain
The courage domain focuses on personal heroics, and acts of valor and self-sacrifice. While the courage domain bears many similarities to the war domain, it is more individualistic and isn't directly connected to war. Clerics of this domain often take part in smaller conflicts, and focus on personal battles over grandiose wars. Many war-like deities can claim influence over this domain, however, including Torm, Heironeous, Kiri-Jolith, Dol Arrah. Gods of endurance and loss, such as Ilmater and Shar, can claim some influence over this domain as well, as they promote courage in the face of hardship. Regardless of their patron deity, clerics of this domain make for heroic warriors, eager to face their fears and fight against the odds to achieve their goals.
Courage Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Bonus Proficiencies, Force of Will |
| 2nd | Channel Divinity: Rally Spirits |
| 6th | Paragon of Valor |
| 8th | Divine Strike |
| 17th | Undaunted |
Created by Jonoman3000 on reddit.
Courage Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | compelled duel, heroism |
| 3rd | find steed, spiritual weapon |
| 5th | beacon of hope, crusader's mantle |
| 7th | aura of purity, staggering smite |
| 9th | circle of power, holy weapon |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.
Force of Will
Also at 1st level, you can unleash your divine will in a burst of radiant energy. Once per turn when you hit a creature with a melee weapon attack, you can cause the attack to deal 1d6 bonus radiant damage. When you do so, you also force each creature of your choice within 5 feet of the target (not including the target) to make a Constitution saving throw or take 1d4 radiant damage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Rally Spirits
Starting at 2nd level, you can use your Channel Divinity to rally your allies, imbuing them with courage and valor. As a action, you present your holy symbol, and select up to two allied creatures that you can see within 60 feet of you. For each creature selected, you can choose to either grant them temporary hit points equal to your Wisdom modifier + your cleric level, or end your choice of either the charmed or frightened conditions for it.
Paragon of Valor
At 6th level, you become immune to the frightened condition. Additionally, if you aren't incapacitated and start your turn with two or more hostile creatures within 5 feet of you, you gain temporary hit points equal to half your cleric level. A swarm counts as a single creature.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Undaunted
Beginning at 17th level, your courage doubles down when you're fighting against the odds. If you start your turn below half your hit point maximum or with two or more hostile creatures within 5 feet of you, you become undaunted until the start of your next turn. While undaunted, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can use Force of Will without expending a use, even if you have already expended all of your uses of that feature.
Elemental Domain
Clerics of the elemental domain are unique among their peers, as they often worship a group of deities, rather than focusing their prayers in the worship of only one god. This domain includes gods of fire, such as Kossuth or Sirrion, gods of water and oceans, such as Umberlee or Poseidon, gods of the earth, including Ulaa and Skadi, gods of air and storms, including Talos and Zeus, and other such deities. These clerics might devote themselves to any number of these gods, but they typically focus their worship on one or two of these deities and specialize their magic accordingly.
While some might train themselves in all them elemental magics equally, most clerics of this domain tend to value some elements above others. They might become masters of fire, devote themselves to learning the ins-and-outs of earth magic, or otherwise specialize themselves. Gods of this domain tend to be less involved with their clerics than those of other domains, but when they give out a decree their followers are usually quick to respond.
Elemental Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Bonus Cantrips, Disciple of the Elements |
| 2nd | Channel Divinity: Elemental Avatar |
| 6th | Nature's Energies |
| 8th | Potent Spellcasting |
| 17th | Improved Avatar |
Created by Jonoman3000 on reddit.
Elemental Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | absorb elements, chromatic orb |
| 3rd | dragon's breath, maximilian's earthen grasp |
| 5th | elemental weapon, protection from energy |
| 7th | conjure minor elementals, elemental bane |
| 9th | conjure elemental, control winds |
Bonus Cantrips
When you choose this domain at 1st level, you gain two cantrips of your choice from the following list: control flames, gust, mold earth, and shape water.
Disciple of the Elements
Also at 1st level, you can imbue elemental power into your spells. When you cast a spell of 1st level or higher that affects one or more creatures, you can choose one of the creatures hit by the spell or that failed their saving throw, and select one of the following effects: air, fire, earth, or water.
Air. A gust pushes the target 5 feet in a direction of your choice. If the target is willing, they can be pushed up to 10 feet.
Fire. The target takes fire damage equal to 1 + the spell's level.
Earth. The target is covered in rocky armor, granting them temporary hit points equal to 1 + the spell's level.
Water. Ice envelopes the target, reducing their speed by 10 feet until the start of your next turn.
Channel Divinity: Elemental Avatar
Starting at 2nd level, you can use your Channel Divinity to summon the four elements to your command. As an action, you present your holy symbol, causing elemental energies to begin swirling around you. For the next minute, you can use a bonus action on each of your turns to make a ranged spell attack against a creature you can see within 60 feet of you. That creature takes 1d6 + your Wisdom modifier bludgeoning, cold, fire, or lightning damage (your choice) on a hit.
This Channel Divinity ends early if you are incapacitated, or if you use a different Channel Divinity option.
Nature's Energies
At 6th level, you can choose to infuse elemental power into yourself when you deal certain damage types: bludgeoning, cold, fire, or lightning. After you receive one of these infusions, the infusion lasts until you receive a different one.
Bludgeoning. You are infused with the power of earth, granting you a +1 bonus to your AC while you wear armor.
Cold. You are infused with the power of water, granting you resistance to cold damage and a swimming speed equal to your walking speed.
Fire. You are infused with the power of fire, granting you resistance to fire damage and a special form of darkvision that lets you see darkness in shades of red, out to a range of 30 feet.
Lightning. You are infused with the power of air, granting you a 15-foot bonus to your speed.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Improved Avatar
At 17th level, you can make two ranged spell attacks, rather than one, when you use the bonus action attack granted by Elemental Avatar. Additionally, you can activate Elemental Avatar as a bonus action, and make the two ranged spell attacks as part of the bonus action used to activate it.
Hunt Domain
The gods of the hunt value skill above all else - whether it be skill as a tracker of cunning prey, a slayer of mighty beasts, or a marksman of unparalleled accuracy - it does not matter. Deities of this domain include Malar, Balinor, Sekolah, Artemis, and Uller. While rangers are often the most common servants of these deities, most of gods of the hunt employ clerics as well. The clerics of a hunting god often take a more active role in advancing their god's interests, compared to rangers. Followers of this domain might defend sacred groves and shrines to their god from the assault of evil monstrosities or hunt down the enemies of whatever deity they follow.
Hunt Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Bonus Proficiencies, Hunter's Guidance |
| 2nd | Channel Divinity: Prized Quarry |
| 6th | Precise Attacker |
| 8th | Divine Strike |
| 17th | Master of the Hunt |
Created by Jonoman3000 on reddit.
Hunt Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | hunter's mark, snare |
| 3rd | cordon of arrows, locate animals or plants |
| 5th | conjure barrage, lightning arrow |
| 7th | freedom of movement, locate creature |
| 9th | conjure volley, scrying |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons and your choice of either Survival or Stealth.
Hunter's Guidance
Also at 1st level, you can channel the divine power of the hunt into your weapon attacks. Once per turn when you hit a creature with a weapon attack, you can use this feature to apply a secondary effect to your attack. The secondary effect depends on whether the triggering attack was a melee or ranged attack.
Melee Weapon Attack. Your speed is increased by 15 feet until the end of your turn, and for that duration your movement doesn't provoke opportunity attacks from the target of your attack.
Ranged Weapon Attack. The target of your attack has their speed halved until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Prized Quarry
Beginning at 2nd level, you can magically reward a creature for their successful kill. When a creature within 120 feet of you is reduced to 0 hit points, you can use your reaction and expend a use of your Channel Divinity to reward the creature that reduced it to 0 hit points. That creature regains a number of hit points equal to your Wisdom modifier + your Cleric level, and can immediately use its reaction to move up to its speed without provoking opportunity attacks. An undead or construct cannot be healed by this feature.
Precise Attacker
Starting at 6th level, your weapon attacks begin to hit unerringly, aided by the divine magic flowing through you. If you miss with a weapon attack roll on your turn, you can use your bonus action to reroll the attack and take the new roll. Alternatively, if you hit with a weapon attack on your turn, you can use your bonus action to deal additional damage to the target. This damage equals 2 + half your Cleric level, and it shares its damage type with the attack that triggered it.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of the hunt. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of the Hunt
At 17th level, your divine skill with weaponry has reached its peak. You gain advantage on the first weapon attack roll you make each turn. Additionally, whenever you make a weapon attack with advantage and hit, if the lower of the two rolls would also hit then the attack deals an additional 1d8 damage and pushes its target up to 10 feet away from you.
Lust Domain
Where the gods of love are kind, gods of the lust domain arepetty, capricious, and demanding of constant praise andworship. Some have favored champions- mortal paramourswhom they shower with favor and affection- while otherssimply seek to spread hedonism and excess throughout theplanes. Lust and desire are powerful, primal emotions. Whilethey can occasionally inspire acts of bravery, more often theycultivate greed, dishonesty, jealousy, and obsession.Followers of such gods are cut from a similar cloth, andseek to dominate the desires of others, or else spread theirlascivious gospels to anyone who will listen
Lust Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Skin Deep, Detect Desires |
| 2nd | Channel Divinity: Eager Paramour |
| 6th | Aura of Seduction |
| 8th | Potent Spellcasting |
| 17th | Supplicant of the Flesh |
Created by Ghosthack9 on reddit.
Lust Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | charm person, command |
| 3rd | enthrall, suggestion |
| 5th | nondetection, vampiric touch |
| 7th | compulsion, polymorph |
| 9th | dominate person, modify memory |
Skin Deep
When you choose this domain at 1st level, your god as chosen you for your distinctive physical beauty or imbued you with it. You gain proficiency in Deception and Persuasion. Whenever you make an ability check with these skills against a creature that can see you, treat a roll of 7 or lower on the d20 as an 8.
Detect Desires
Also at 1st level, you can learn the secret wants and appetites of those around you. By asking a creature who can hear you what they desire most, you can compel them to make a Charisma saving throw. A creature that can't understand you or is immune to being charmed is unaffected.
On a failure, the target creature divulges the name and general appearance of the persons or objects that they most desire. If the subject or subjects of the target's ardor is within 30 feet, you see a faint aura around them briefly glow.
On a success, or if the target creature lacks physical desires, the target shrugs off the question without hostility and is immune to Detect Desires for the next 24 hours.
Channel Divinity: Eager Paramour
Starting at 2nd level, you can use your Channel Divinity to implant an obsessive appetite in others. Presenting your holy symbol as an action, you target one creature you can see within 30 feet who can see or hear you. The target must succeed on a Wisdom saving throw or be charmed.
The charmed target regards one creature of your choice as a trusted friend and lover, to be heeded and protected. Although the target isn't under the chosen creature's control, it takes their requests or actions in the most favorable way it can and has disadvantage on all Insight checks against them. If the creature or the creature's allies do anything harmful to the target it can repeat the saving throw, ending the effect on a success.
Otherwise, the effect lasts 24 hours, until you or the paramour are rendered unconscious, or until you take a bonus action to end it.
Aura of Seduction
Starting at 6th level, all who gaze upon you thirst for you. Creatures within 15 feet of you that can see you have disadvantage on saving throws against being charmed by you.
Potent Spell Casting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Supplicant of the Flesh
At 17th level, you have become the embodiment of lust and other creatures find it difficult to deny your whims, even when you cause them harm. Your dealing damage to a creature charmed by you no longer ends the condition, nor allows the creature to make additional saving throws to end the effect.
In addition, creatures you target with Eager Paramour cannot benefit from advantage on saving throws against it.
Madness Domain
Gods of madness are rare, inscrutable, and dangerous. Some seek to break the minds of mortals, while others seek to bring succor to those suffering from such afflictions, but the domain of madness is like a living thing and even the gods are not immune to its insidious claws. Clerics in service to mad gods, hoping to bring healing or strife, are inevitably warped by the crawling whispers of their domain's murmuring will.
Madness Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Labrinthine Thoughts, Lunatic's Gospel |
| 2nd | Channel Divinity: Paranoia |
| 6th | Murmuring Mantle |
| 8th | Potent Spellcasting |
| 17th | Mass Panic |
Created by Ghosthack9 on reddit.
Madness Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | dissonant whispers, tasha's hideous laughter |
| 3rd | crown of madness, detect thoughts |
| 5th | enemies abound, hunger of hadar |
| 7th | confusion, phantasmal killer |
| 9th | dream, mislead |
Labyrinthine Thoughts
When you choose this domain at 1st level, your mind becomes a tangled maze of darkened hallways. You gain advantage on saving throws against being charmed and resistance to psychic damage.
These mental defenses come at a cost to your sanity, however. Roll or select a form of indefinite madness, as listed in the Indefinite Madness table. This madness cannot be cured except through divine intervention.
Indefinite Madness
| d12 | |
|---|---|
| 1 | "I need to drown my brain, if I want to stay sane." |
| 2 | "I must bend the truth, exaggerate, or outright lie at all times to keep my secrets safe." |
| 3 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know, and anyone who says different is delusional." |
| 4 | "I don't like the way people are always looking at me." |
| 5 | "Powerful enemies are hunting me, and their agents follow me everywhere." |
| 6 | "There's only one person I can trust. And everyone else acts like they don't exist!" |
| 7 | "The more serious the situation, the harder it is to stop laughing." |
| 8 | "I've discovered that I really like the feel of blood drying on my skin." |
| 9 | "I have to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins." |
| 10 | "There is something important that I can't remember. Something I did... something I keep doing." |
| 11 | "The world must be in balance. If I help one person, I have to hurt someone else." |
| 12 | "The thing crawling inside me makes it hard to rest. Someday I'll cut it out." |
Lunatic's Gospel
From 1st level, your god delivers whispers of madness through you while you are engaged in combat. You learn the vicious mockery cantrip. This counts as a cleric cantrip for you, and does not count against your number of cantrips known.
When you cast this cantrip, add your Wisdom modifier to the damage it deals.
Channel Divinity: Paranoia
Starting at 2nd level, you can use your Channel Divinity to flood a target’s mind with fear. As an action, you present your holy symbol towards a creature of your choosing within 30 feet of you and invoke the name of your deity. Creatures that can't be charmed are immune to this ability.
The creature must make a Wisdom saving throw or become frightened of the nearest visible creature within 30 feet of it. At the start of their turn, the affected creature takes 1d6 psychic damage and the target of the creature’s paranoia switches to the nearest visible creature within 30 feet. Paranoia lasts for 1 minute, or until there are no visible creatures within 30 feet of the target at the start of its turn.
Murmuring Mantle
At 6th level, when a creature starts its turn within 20 feet of you, you can use your reaction to infest that creature’s mind with discordant murmuring. The creature must make a Wisdom saving throw. On a failure, the creature can't take reactions until the end of its next turn and rolls a d8 to determine what it does during its next turn, as shown on the following table:
| d8 | Behavior |
|---|---|
| 1 - 4 | The creature does nothing. |
| 5 - 6 | The creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. |
| 7 - 8 | The creature makes a melee attack against a randomly determined creature within its reach, or does nothing if it can't make such an attack. |
You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you complete a long rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Note: Combined with the Lunatic's Gospel feature, this means you add twice your Wisdom modifier to the damage of your vicious mockery cantrip.
Mass Panic
At 17th level, when using your Paranoia Channel Divinity feature, you can target a number of creatures equal to your Wisdom modifier + 1. Affected creatures take 2d6 psychic damage at the start of their turns, instead of 1d6.
Order Domain
The Order domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. The domain is favored by clerics who use it to benevolently maintain and enforce the law, or exploit law and order for their own personal gain. Gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forsetti, and Asmodeus.
The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities.
Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.
Order Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Bonus Proficiencies, Voice of Authority |
| 2nd | Channel Divinity: Order's Demand |
| 6th | Order's Dominion |
| 8th | Divine Strike |
| 17th | Order's Wrath |
From Unearthed Arcana.
Order Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | command, heroism |
| 3rd | enhance ability, hold person |
| 5th | mass healing word, slow |
| 7th | compulsion, locate creature |
| 9th | commune, dominate person |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and proficiency in your choice of either Intimidation or Persuasion.
Channel Divinity: Order's Demand
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Embodiment of the Law
At 6th level, you become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Order's Wrath
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Plague Domain
Mortals have long viewed plague and disease as instruments of the gods, a means for them to enact their will upon the material plane. While some gods of this domain (such as Morigon, Talona and Incabulos) represent the death and suffering a plague can bring, others (Diancecht, Pelor, Eir and Mishakal) are gods of healing that treat the sick and heal them of their afflictions. Some gods (Apollo or Sekhmet) embody both aspects simultaneously and are known to inflict or cure disease as they see fit.
Clerics of the Plague domain embrace this duality, as notorious for stemming disease as they are for spreading it. They can be a great blessing in times of pestilence, or a terrible curse in the wake of their deity's wrath.
Plague Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Blessing of Malady, Plague Doctor |
| 2nd | Channel Divinity: Unleash the Plague |
| 6th | Black Death |
| 8th | Potent Spellcasting |
| 17th | Harbinger of Pestilence |
Created by Wolfboy702 on reddit.
Plague Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | detect poison and disease, ray of sickness |
| 3rd | blindness/deafness, ray of enfeeblement |
| 5th | feign death, stinking cloud |
| 7th | aura of purity, blight |
| 9th | cloudkill, contagion |
Blessing of Malady
When you choose this domain at 1st level, your deity grants you the power to protect yourself from sickness while inflicting it upon others. You are immune to disease and learn the infestation and poison spray cantrips, which count as cleric cantrips for you and do not count against the number of cleric cantrips you know.
Plague Doctor
Also at 1st level, you can imbue your healing with the purifying magic of your deity. When you cast a spell of 1st level or higher that restores hit points to one or more creatures, you can purge one poison or disease from each creature affected by the spell. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Channel Divinity: Unleash the Plague
Starting at 2nd level, you can use your Channel Divinity to afflict your foes with terrible sickness.
As a reaction when you magically deal poison or necrotic damage to a creature within 30 feet of you, you can use your Channel Divinity to attempt to infect it. The target must make a Constitution saving throw or suffer the effects of one of the following diseases of your choice. On a success, they are immune to Unleash the Plague for 24 hours. A creature is unaffected by this feature if it is already suffering from a disease.
The disease lasts for a number of days equal to half your cleric level. The target makes a Constitution saving throw each time it finishes a long rest, ending the disease on a success.
Atrophy. The target has disadvantage on attack rolls and ability checks that use Strength or Dexterity.
Lethargy. The target's speed is halved and it cannot take reactions.
Migraine. The target has disadvantage on attack rolls and ability checks that use Intelligence, Wisdom or Charisma. It also has disadvantage on any saving throw it makes to maintain concentration on a spell or similar effect.
Nausea. The target has disadvantage on saving throws against poison, as well as any saving throw it makes to avoid regurgitation or similar effects.
Necrosis. Whenever the target takes necrotic or poison damage, including the triggering damage, its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the disease is cured. Additionally, whenever it fails a saving throw against this feature the target takes 1d6 necrotic damage.
Psychosis. The target gains a random form of Indefinite Madness that lasts until the disease is cured. During combat, if another creature moves while within the target's reach, the target must use its reaction to make a melee attack against the creature.
Black Death
By 6th level, the blessings of your deity allow you to afflict those who would normally resist your attacks:
- When you cast a spell that deals poison damage, you can change the damage type to necrotic. Likewise when you cast a spell that deals necrotic damage, you can change the damage type to poison.
- Your spells and cleric features ignore immunity to the poisoned condition, unless the target is also immune to necrotic damage.
- A disease caused by your Unleash the Plague feature is considered nonmagical for the purpose of anything that resists or suppresses magic, such as the Magic Resistance trait or an antimagic field.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Harbinger of Pestilence
At 17th level, you are able to walk among the sick with impunity and are a master at spreading that sickness to others. You are immune to poison damage and the poisoned condition.
Additionally, when you use your Unleash the Plague feature you can target every creature that you dealt poison or necrotic damage to, not just one of them. All targets must be within 30 feet of you and they all suffer from the same disease of your choice. Alternatively, if you target only one creature they can be within 60 feet of you, instead of 30 feet.
Protection Domain
The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.
Protection Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Bonus Proficiency, Shield of the Faithful |
| 2nd | Channel Divinity: Radiant Defense |
| 6th | Blessed Healer |
| 8th | Divine Strike |
| 17th | Indomitable Defense |
From Unearthed Arcana.
Protection Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | compelled duel, protection from evil and good |
| 3rd | aid, protection from poison |
| 5th | protection from energy, slow |
| 7th | guardian of faith, otiluke's resilient sphere |
| 9th | antilife shell, wall of force |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Shield of the Faithful
Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.
Channel Divinity: Radiant Defense
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.
As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Indomitable Defense
At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
War Domain
The following features have been altered from the content published in the Players Handbook by JagerSalt on reddit.
War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action or use your action to cast a spell, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse weapon strikes with divine energy. When you or an ally within 30 feet of you hits a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. You can use this ability once, and regain the ability to do so at the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage and cannot be frightened. Additionally, whenever you use your Guided Strike or War God's Blessing Channel Divinity options, the target's attack deals an extra 2d8 damage of the same type dealt by the attack to the target.
Druid
Druid Circle
At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those offered in published sources.
Circle of the Gale
While most druids relegate themselves to a single plot of land, you have recognized that what connects all of nature together is the wind. For eons, your circle has communed with this invisible force, their only ritual the tradition of travel. Always on the move to keep nature in balance, the wind has become the sole constant of these druids, ever vigilant and swift to break the chains of corruption wherever they might arise.
Circle of the Gale Features
| Druid Level | Feature |
|---|---|
| 2nd | Circle Spells, Bird of Prey |
| 6th | Zephyr Spellcasting |
| 10th | Protective Breeze |
| 14th | Harness the Wind |
Created by PeacefulDawn on reddit.
Circle Spells
When you choose this circle at 2nd level, your mystical connection to the wind infuses you with the ability to cast certain spells. You learn the gust cantrip, and gain access to circle spells connected to the wind at 3rd, 5th, 7th, and 9th level. You always have these circle spells prepared, the do not count against the number of spells you can prepare each day, and they are considered druid spells for you.
Circle of the Gale Spells
| Druid Level | Feature |
|---|---|
| 3rd | gust of wind, warding wind |
| 5th | fly, wind wall |
| 7th | freedom of movement, storm sphere |
| 9th | control winds, steel wind strike |
Bird of Prey
Strating at 2nd level, your spirit is borne by the wind. You can use your Wild Shape to transform into beasts with a flying speed, but must abide by the other limitations of the Beast Shapes table.
Zephyr Spellcasting
When you reach 6th level, your spiritual attunement to the wind has become infused in your spellcasting. Whenever you cast a spell, you may use your bonus action to move up to your speed without provoking opportunity attacks.
Protective Breeze
At 10th level, you can call on gales of the world to protect you from harm. When a creature would hit you with an attack, you may use your reaction to make a Wisdom saving throw with a DC equal to the total attack roll of the creature. On a success, a gust of wind surges briefly around you and the triggering attack misses.
Harness the Wind
By 14th level, you have become one with the winds. You can expend two uses of your Wild Shape at the same time to transform into an invisible stalker, and can choose one creature you have seen before as your quarry.
In addition, while you are transformed by Wild Shape into a creature with a flying speed, you gain the following additional benefits:
- You have resistance to lightning and thunder damage.
- You can cast many of your druid spells. You can perform the somatic and verbal components of a druid spell while transformed, but you aren't able to provide material components.
- You can hover while flying, if your form could not already.
Circle of the Pack
Druids of the Circle of the Pack forsake much of the secrecy and tradition held sacred by other orders, and rarely gather with other druids. Instead, they form their circle, or pack, with companions they meet on their travels, ever eager to share their natural communion with others.
These druids thrive on communication and building relationships, but share their deepest bonds with the other members of their pack.
Circle of the Pack Features
| Druid Level | Feature |
|---|---|
| 2nd | Pack Bond, Run With the Wolves |
| 6th | Heart of the Pack |
| 10th | Family Ties |
| 14th | How At the Moon |
Created by NotTheSmoooze on reddit.
Pack Bond
Starting at 2nd level, you can forge a bond with a family you choose. During a long rest, you can bring a number of willing creatures into your pack. A member of your pack can communicate complex ideas with any other pack member through animalistic noises and gestures, and can sense the current emotional state of any pack members they can see.
Your pack can be formed of up to 10 other creatures. A creature leaves the pack only if they die, choose to leave it, or if you choose to remove them from the pack.
Run With The Wolves
Beginning at 2nd level, you can use your action to touch a willing creature and expend a use of your Wild Shape feature. Using your Wild Shape, that creature transforms into a beast for a number of hours equal to half your druid level. Your druid level determines the beasts the creature can transform into, as shown in the Beast Shapes table.
Heart of the Pack
Starting at 6th level, when you or a member of your pack that you can see misses with an attack roll or fails an ability check or a saving throw, you can use your reaction to grant that creature a bonus to the roll equal to the number of members of your pack that you can see (maximum bonus equal to your Wisdom modifier).
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Family Ties
At 10th level, the bond between your pack deepens. You and any members of your pack can't be charmed or frightened while within 10 feet of another member of your pack.
Howl at The Moon
Starting at 14th level, your pack runs as one. As an action, you can howl, shriek, screech, or roar to your pack. Each creature in your pack within 120 feet of you gains temporary hit points equal to your druid level, and can immediately transform into a beast using your Wild Shape feature without expending a use of your Wild Shape.
Once you use this feature, you can't use it again until you finish a short or long rest.
Circle of the Sun
Druids connected with the Circle of the Sun hail from regions that have strong ties to the celestial planes, like Mount Celestia or Elysium. These druids form connections with celestial spirits and the radiant energy of the upper planes, granting them exceptional magical capabilities, and the ability to summon celestial spirits to aid them. Their order gathers yearly, when the sun reaches its highest point in the sky on the summer solstice. Their meetings often take place upon the highest mountains, where they can feel closer to the heavens, and they are usually attended by a number of low-ranking celestials in addition to their ranks of druids. In their meetings these druids share news about the forces of evil, and coordinate with their celestial comrades in their plans to root out and destroy these evils.
Members of this circle often consider themselves the opposite of the circle of the moon. Rather than secluding themselves in darkness and secrecy, sun druids do their work in the open, and often come in direct contact with other humanoids - whether to hunt them down or protect them from the forces of evil. Aided by their celestial spirits, these druids watch over the lands and protect the good in the world from encroaching darkness.
Circle of the Sun Features
| Druid Level | Feature |
|---|---|
| 2nd | Spiritcaller, Sunlit Passing |
| 6th | Twinned Spirits |
| 10th | Solar Flares |
| 14th | Radiant Body |
Created by Jonoman3000 on reddit.
Spiritcaller
When you choose this circle at 2nd level, you gain the ability to channel radiant energy to form tiny creatures that follow your commands. As a bonus action on your turn, you can expend a use of your Wild Shape feature to awaken the radiant energy within you, rather than transforming into a beast form, and you gain 3 temporary hit points for each druid level you have.
This feature lasts for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again. As part of the bonus action used to enter this form, and as a bonus action on each turn thereafter for as long as this feature lasts, you can summon a spirit. The spirit appears in an unoccupied location that you can see within 10 feet of you, and takes the form of a Tiny CR 0 beast without a flying or swimming speed.
The spirit lasts for the duration of this feature and has the same statistics as the beast it resembles, but its type is celestial, it cannot take actions other than the Dodge, Dash, Disengage, and Hide actions, it's visibly magical, and it gives off dim light to a range of 5 feet. If you summon a spirit when you already have three spirits under your control, you must first choose a spirit to dismiss.
The spirits act on your turn, and move and take actions as you telepathically command them (no action required). This telepathy has a maximum range of 120 feet. Additionally, as an action, you can see through a spirit's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spirit has. During this time, you are deaf and blind with regard to your own senses. Lastly, whenever you cast a spell, you can cause a spirit that you can see within 120 feet of you to deliver the spell in your place. The spell's effects are the same as if you had cast the spell, but its point of origin is at the location of the spirit you chose, and you are considered to be at that location for any spells that refer to "you" in their text.
Beginning at 4th level, your spirits can take forms with swimming speeds, and at 8th level, they can take forms with flying speeds.
Sunlit Passing
Also at 2nd level, you can harness the light of a creature's soul as it falls. When a creature within 120 feet of you is reduced to 0 hit points, you can use your reaction to send this light streaking towards a target within 10 feet of the fallen creature. If the target is hostile to you, it must make a Constitution saving throw against your spell save DC or take 1d8 radiant damage, or half damager on a success. If the target is friendly to you, it regains 1d4 hit points.
The damage and healing increase to 2d8/2d4 at 6th level, 3d8/3d4 at 10th level, and 4d8/4d4 at 14th level.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Twinned Spirits
Starting at 6th level, whenever you would summon a spirit with your Spiritcaller feature, you instead summon two spirits at two different unoccupied locations you can see within 10 feet of you. Also, the maximum number of spirits you can summon at once before you need to dismiss them increases from three to six.
Additionally, you can use a bonus action on each of your turns to allow one of your spirits to take the Help action.
Solar Flares
At 10th level, you gain the ability to dismiss a spirit in a burst of blinding light. While your Spiritcaller feature is active, you can use your bonus action to dismiss one of the spirits summoned by that feature. When you do so, each creature within 5 feet of that spirit must succeed on a Constitution saving throw against your spell save DC or become blinded until the start of your next turn.
Once you use this feature you can't use it again until you cast a druid spell of 1st level or higher, or finish a short or long rest.
Radiant Body
At 14th level, your body becomes imbued with radiant magic. You become immune to radiant damage, and you can use your action to transform your body further, becoming a mote of sunlight until the end of the turn. While you're in this form, you gain a flying speed equal to twice your walking speed, and your movement doesn't provoke opportunity attacks.
Circle of Thorns
Druids who take up the circle of thorns follow a difficult path. They act as tireless defenders of nature's territory, fighting countless battles at the boundary between natural life and those who wish to destroy it. These druidic warriors are reviled by almost all civilizations, as their indomitable defense of their territory puts them directly at odds with most societies. Paradoxically, their militancy and ferocity cause most other druids to frown upon druids of thorns. Thus, these warriors often live solitary lives at the fringes of natural territory, far from any other factions, thanklessly fighting against the threat of outsiders.
Circle of Thorns Features
| Druid Level | Feature |
|---|---|
| 2nd | Druidic Arsenal, Thorn's Reinforcement |
| 6th | Nature's Wrath |
| 10th | Warding Roots |
| 14th | Defender of the Forests |
Created by chefjeff24 on reddit.
Druidic Arsenal
After choosing this circle at 2nd level, you learn to imbue martial equipment with druidic magic. You can perform a ritual over the course of a short rest to enchant up to three pieces of nonmagical equipment, such as a suit of armor, shield, or weapon. After enchantment, the items become covered in a natural material of your choice, such as chitinous plates, bark, thorn, bone, or rock. If you so choose, you can destroy nonmagical metals with this ritual, fully replacing them with materials from nature. This does not change the statistics or capabilities of the item, but it allows you to wear or wield otherwise prohibited metal equipment.
While enchanted in this way, you are proficient with the items and may ignore any Strength requirements to use them. Only you gain the additional benefits of your enchanted items; to other creatures, the items are equivalent to their nonmagical counterpart. If you would enchant a fourth item, you must choose one of the previously enchanted items to lose its magic; the natural material crumbles to dust or returns to metal over the course of 24 hours.
Thorn's Reinforcement
Also upon reaching 2nd level, you can use your druidic powers of Wild Shape to grow a thickly thorned defensive barrier over yourself. As a bonus action on your turn, you can expend a use of your Wild Shape to cover yourself in woody thorns. You gain temporary hit points equal to twice your druid level, and whenever a creature hits you with a melee attack while you have these temporary hit points you deal 1d6 piercing damage to them.
This damage increases to 2d6 when you reach 6th level, and 3d6 at 14th. Also at 6th level, this damage is considered magical for the purposes of overcoming resistance or immunity to nonmagical damage.
Nature's Wrath
At 6th level, when you use your action to cast a spell or control a spell you have cast, you can make one melee weapon attack as a bonus action.
Additionally, you have unlocked the secrets of your Druidic Arsenal. You may now perform your ritual to enchant equipment that is already magical, without disrupting their existing enchantments and abilities.
Warding Roots
At 10th level, you can summon and harness roots and thorns to impede and assault your foes. When you cast a spell that creates an area of difficult terrain, you can choose one of the following effect to be applied to the area. You may only have one of these effects active at a time, and they disappear when the difficult terrain ends or after 10 minutes.
- Moving through the area requires an additional 1 foot of movement expended for each 1 foot traveled.
- Creatures traveling through the area take 1d4 magical piercing damage for every 5 feet moved.
- When they first enter the area on their turn or start their turn there, creatures must succeed on a Dexterity saving throw against your spell save DC or fall prone.
Defender of the Forests
By 14th level, your druidic powers and bond with nature can transform you into an unbreakable force on the battlefield. While you have temporary hit points from your Thorn's Reinforcement feature, you gain resistance to bludgeoning, piercing, and slashing damage and creatures of your choice that start their turn within 5 feet of you take 2d6 magical piercing damage.
Fighter
Fighting Style
The following options are available to choose as your Fighting Style in addition to those in published sources.
Blind Fighting
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
From Unearthed Arcana.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
From Unearthed Arcana.
Interception
When a creature you can see hits a target other than you that is 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.
From Unearthed Arcana.
Mariner
As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
From Unearthed Arcana.
Pulverize
Whenever you would deal damage to a creature with a weapon that deals bludgeoning damage, roll a d6. If you roll a 6, all of your weapon's damage dice for that attack are treated as if they had rolled their maximum value.
Threat of Violence
When a creature you can see within your melee reach attacks a target other than you that is within 5 feet of you, you can use your reaction make a melee weapon attack against the creature. You must be wielding a weapon with reach to use this reaction.
Created by DiceGolem.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
From Unearthed Arcana.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
From Unearthed Arcana.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
From Unearthed Arcana.
Versatile Fighting
You can increase the size of one weapon damage die for a weapon you are wielding, up to a d12.
Created by KibblesTasty on reddit.
Example: A pike's damage die increases from 1d10 to 1d12 in your hands, and you could deal 1d8 + 1d6 damage with a greatsword.
You may apply this benefit when you are wielding a versatile weapon. A longsword wielded in two hands deals 1d12 damage instead of 1d10.
Martial Archetype
At 3rd level, a fighter gains the Martial Archetype feature. The following options are available to a fighter, in addition to those offered in published sources.
Ember Knight
An ember knight employs martial techniques combined with potent fire magic. While ember knights are often mistaken for the more common eldritch knights at first glance, the source of an ember knight's magic comes from within, rather than from the study of magic. In this way they bare some resemblance to sorcerers. While the potential to become an ember knight might be within someone from birth, this potential typically doesn't manifest until that person has a few battles under their belt. This event is generally referred to as an ember knight's “awakening,” where they first begin to wield their fiery powers.
Ember knights make for impressive combatants, capable of clearing out groups of enemies with the explosive blades they conjure, or merely cutting down their foes with weapons wreathed in flame. Their presence can inspire fear in their opponents, and awe in their onlookers.
These warriors can easily find employment in times of war, where their magical capabilities can be used to wade through the tides of battle. Many become mercenaries, or even leaders of mercenary groups, and their services are often highly sought after. Anyone that employs an ember knight finds them to be worth their price.
Ember Knight Features
| Fighter Level | Feature |
|---|---|
| 3rd | Gifted Pyromancer, Flame Wielder |
| 7th | Explosive Impacts |
| 10th | Flameborn |
| 15th | Fiery Surge |
| 18th | Master Pyromancer |
Created by Jonoman3000 on reddit.
Gifted Pyromancer
At 3rd level, you learn the control flames cantrip. Your spellcasting ability for this cantrip is Constitution, and you can choose to cast it as a bonus action, rather than an action.
Flame Wielder
Also at 3rd level, the pyromantic magic within you lets you imbue flames into your weaponry. This feature has 3 uses, and the number of uses increases as you gain levels in this class. The feature has 4 uses at 7th level, 5 at 10th level, 6 at 15th level, and 7 at 18th level. You regain all expended uses when you finish a short or long rest. You can spend these uses in the following ways:
Burning Blade. As a bonus action, you can spend a use of this feature to ignite a weapon you're holding for 10 minutes. While the weapon is ignited, it deals an additional 1d4 fire damage on a hit, and emits bright light in a 10-foot radius and dim light 10 feet beyond that.
Bursting Blade. When you take the Attack action, you can choose to forgo one or more of your attacks. For each attack you forgo, you must spend a use of this feature to summon a fiery blade and send it streaking towards a point that you can see within 60 feet of you. The blade explodes upon reaching its destination, destroying the blade, igniting unattended flammable objects within the area, and forcing each creature within 5 feet of the blade to make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, a creature takes 2d8 fire damage. If a creature is in the area of multiple explosions, that creature makes separate saving throws for each explosion.
Explosive Impacts
Starting at 7th level, the blades you summon with your Flame Wielder feature become more powerful. The radius of a blade's explosion increases from 5 feet to 10 feet, and a creature that succeeds on their save takes half damage, rather than none.
Beginning at 15th level, the explosion radius is further increased to 15 feet.
Flameborn
By 10th level, your body has become used to working with and wielding fire. You gain resistance to fire damage, and any fire damage you deal ignores fire resistance.
Also, you can use your bonus action to regain all expended uses of your Flame Wielder feature. Once you do so, you can't do so again until you finish a long rest.
Fiery Surge
Beginning at 15th level, your Action Surge becomes imbued with fire magic. When you use your Action Surge, your speed increases by 10 feet until the end of the turn. While this speed increase lasts, your movement doesn't provoke opportunity attacks, and you can choose to leave behind a trail of fire where you step. The trail is 5 feet wide, follows your movement, and lasts until the start of your next turn. A creature other than you that enters the trail for the first time on a turn or ends its turn there takes fire damage equal to your fighter level.
Master Pyromancer
Starting at 18th level, you have become one with the fiery powers you control, allowing you to harness some of them at-will. You gain the following benefits while you are conscious.
- You gain immunity to fire damage.
- At the end of each of your turns, you can choose to release a wave of fire that deals 1d8 fire damage to each creature of your choice within 5 feet of you.
- The Burning Blade feature of Flame Wielder can be activated without expending a use, and its damage die increases to 1d6.
Monk
Monastic Tradition
At 1st level, a monk gains the Monastic Tradition feature. The following options are available to a monk, in addition to those offered in published sources.
Errata: Way of the Four Elements
Elemental Disciplines
Elemental Attunement: You can use your action to briefly control elemental forces within 30 feet of you, causing... (etc.)
Way of the Moon
Monks of the Way of the Moon follow an ancient tradition, one in which adherents study the cycles of the moon. These monks often adorn themselves with tattoos of lunar symbols and believe that just as the moon changes form, so must they. Sometimes the members of a lunar monastery are religious leaders or guardians of the night and all creatures that thrive within it. Other monasteries might focus on understanding the moon's effects on the world, such as with madness, lycanthropy, or the shaping of the tides. Some of these monks might even be mad hermits, obsessed with the moon and basking in its glory.
Regardless of what their primary focus is, monks of this tradition learn how to best operate in the dark and develop unique abilities inspired by the phases of the moon.
Way of the Moon Features
| Monk Level | Feature |
|---|---|
| 3rd | Moon Soul, Lunar Arts |
| 6th | Celestial Resiliance |
| 11th | Brilliant Serenity |
| 17th | Lunar Beam |
Created by Yorviing on reddit.
Moon Soul
When you choose this tradition at 3rd level, you gain proficiency in Nature and darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Lunar Arts
Beginning at 3rd level, you have unlocked special ki techniques that are inspired by the moon. As an action, you can spend a number of ki points to perform one of the following abilities. If the ability allows you to cast a spell, you cast it without requiring material components.
Full Moon. You can spend 2 ki points to cast the moonbeam spell. This spell ends early if you use any other ability granted by this feature.
When you reach 6th level, you can spend additional ki points to cast moonbeam as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Crescent Moon. You can spend 1 ki point to make one unarmed strike against each creature of your choice within 5 feet of you. When you hit a creature with one of these unarmed strikes, the attack deals radiant damage instead of the bludgeoning damage normal for an unarmed strike.
New Moon. You can spend 2 ki points to cast the invisibility spell, targeting only yourself.
Celestial Radiance
At 6th level, the magic of the moon flows through you, granting you the following benefits.
Luminous Body. You gain resistance to radiant damage.
Moonstruck. You can cause others to fall under your lunar spell. As an action, you can force creatures of your choice within 30 feet of you that can see you to succeed on a Wisdom saving throw or be charmed by you until the end of your next turn.
Brilliant Serenity
At 11th level, your connection to the moon has made you a calming presence to your allies. When you use your Stillness of Mind feature, you can also choose to end one short- or long-term madness you are suffering from in place of the charmed or frightened conditions.
Additionally, you can choose a willing creature within 5 feet of you that is charmed, frightened, or suffering from a short- or long-term madness effect, ending one of those conditions or effects on it instead of yourself.
Lunar Beam
At 17th level, you can channel ki into a blast of lunar power. As an action, you can spend 4 ki points to project a beam of light at one creature you can see within 60 feet of you. The target must make a Constitution saving throw or take 6d8 radiant damage and be blinded for 1 minute. On a successful save, it takes half damage and is not blinded. Shapechangers have disadvantage on their saving throws against this feature. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can increase the damage by 1d8 for each additional ki point you spend on it.
Way of the Outcast
An Outcast is a monk that has lost their Way. Trained in the basics of the style, they have abandoned the rigorous discipline and philosophy of their tradition, and is now enrolled in the school of hard knocks.
Having been trained in the fundamentals of the art of ki, these monks choose as often as not to apply that art to tavern brawls. Much to the horror many more formal monks, their rough and tumble lifestyle tends to be solid source of further training.
With great power comes great responsibility? These monks are going to stick with just the great power, thank you very much. Almost always chaotic in nature, they can range the spectrum from good to evil and everything in between. A distaste for the rigorous philosophy of an order does not mean a penchant for evil, but evil and vice can sometimes lead a monk down this road.
Off the Wagon
Meditating to regain your ki points can now include things such as playing cards, drinking ale, smoking various things, or other relaxin' activities that reset the stress of all that punchin'.
Way of the Outcast Features
| Monk Level | Feature |
|---|---|
| 3rd | Bonus Proficiencies, Pragmatism |
| 6th | Soak it Up |
| 11th | Where it Hurts |
| 17th | Lean Into It |
Created by KibblesTasty on reddit.
Bonus Proficiencies
Starting at 3rd level, you gain proficiency in Athletics and with light armor.
Pragmatism
Also at 3rd level, you embrace a more pragmatic view and gain the following benefits:
- You have proficiency in improvised weapons, and improvised melee weapons now count as monk weapons for you.
- Once per turn, when you deal damage to a prone creature you can add 1d6 + half your monk level to the damage.
- If your Strength score is equal to or higher than your Dexterity, you gain the following benefits while wearing light armor and not wielding a shield:
- You gain a bonus to AC equal to your Wisdom modifier.
- You gain the benefits of your Martial Arts and Unarmored Movement features.
Soak it Up
When you reach 6th level, your extensive training in the art of getting hit with bar stools and broken bottles grants you increased endurance. When you use Patient Defense and take the Dodge action using a bonus action, you gain temporary hit points equal to your Proficiency bonus.
Where it Hurts
Starting at 11th level, when you use Stunning Strike on a critical hit or on an attack made against a creature that was unaware of you, the target has disadvantage on their saving throw against being stunned.
Lean Into It
At 17th level, you have thrown your fair share of walloping attacks and know how to make them hit the hardest. You can forgo adding your Proficiency bonus to an attack roll to add twice your Proficiency bonus to the damage it deals.
Way of the Patient Mountain
Practitioners of the Patient Mountain tradition find a resiliency and heartiness few other heroes can attain. Patient Mountain teaches those monks blessed with more of a rugged build than their fellow martial artists to lean into that hardiness, turning away blows that would kill lesser fighters. The Patient Mountain is forceful, unyielding, tireless, and above all, strong. With the added frost coalescing around their fists and the ability to send an echoing thunderclap, they supplement their great strength with varied ranged attacks and an overpowering style that aims to beat down, ground, and pummel their enemies back to the dust whence they came.
Way of the Patient Mountain Features
| Monk Level | Feature |
|---|---|
| 3rd | Sturdy Mountain Stance |
| 6th | Fist of the Avalanche |
| 11th | Path of the Boulder |
| 17th | Heart of Granite |
Created by Veritoss43 on reddit.
Sturdy Mountain Stance
Starting at 3rd level, you fully learn the Sturdy Mountain Stance, a way of defense in combat and of projecting your ki into the strength of your body to multiply its power beyond simply being strong.
Boulder Strength. You learn to augment your body's strength with ki. You could as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, when you spend a ki point to use Step of the Wind, you gain advantage on Athletics checks and you push enemies up to 15 feet, instead of 5 feet, when you succeed on a Shove, lasting until the end of your turn.
Patient Mountain Defense. You gain the ability to absorb blows with the surefooted stance of the mountain. When you spend a ki point to use Patient Defense, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn.
In addition, you have advantage on saving throws against spells or effects that would move you involuntarily.
Crushing Echo. You can call on your inner reserves of strength to cast a spell. Your spellcasting ability is Strength, and you learn the thunderclap cantrip. Additionally, when you cast thunderclap you can spend 1 ki point to have it originate from a space you can see within 60 feet of you.
Spell Save DC = 8 + your proficiency bonus +
your Strength modifier
Spell attack modifier = your proficiency bonus +
your Strength modifier
Fist of the Avalanche
At 6th level, you learn to infuse the rushing force of an avalanche behind your blows. You channel columns of air and frost into your strikes, extending your reach with unarmed strikes to 10 feet and dealing your choice of bludgeoning or cold damage. When you hit with an unarmed strike, you can spend 1 ki point to deal an additional 1d10 cold damage.
Additionally, you can use your action and spend 2 ki points to strike with a full avalanche of frost and fury. Make a melee spell attack against a creature within 30 feet of you. On a hit, that creature takes 3d10 + your Strength modifier bludgeoning or cold damage (your choice) and must succeed on a Strength saving throw against your Crushing Echo spell save DC or be pushed up to 20 feet away and knocked prone. You can spend 1 additional ki point to deal an extra 1d10 cold damage.
Path of the Boulder
At 11th level, when you spend a ki point to use Step of the Wind, until the end of your turn you can use an action to strike one creature with four attacks; one for each knee and one for each elbow. If any of these attacks hit, you can make a single Shove attempt as part of your action. If all four attacks hit, the creature is stunned until the end of your next turn.
Additionally, your strength with Sturdy Mountain Stance increases so much that you can throw any creature you have grappled up to 15 feet in any direction as a bonus action. When the creature lands, it must succeed on a Dexterity saving throw against your Crushing Echo spell save DC or take bludgeoning damage equal to your Martial Arts die and fall prone.
Heart of Granite
When you reach 17th level and spend a ki point to use Patient Defense, you gain resistance to all damage except force until the start of your next turn.
Additionally, you can spend 6 ki points to cast cone of cold, and may change the damage type from cold to bludgeoning when you cast it.
Way of the Qi Cards
Destiny is a deck of cards, and you never know what hand you will draw tomorrow. You have learned to tap into the largest threads of the Weave, and use this strange knowledge to inscribe qi cards - magical playing cards that hold the power of cantrips.
Way of the Qi Cards Features
| Monk Level | Feature |
|---|---|
| 3rd | Bonus Proficiencies, Qi Cards |
| 6th | Trap Card, Qi Cards (+1) |
| 11th | Focus of the Four Kings, Qi Cards (+2) |
| 17th | Heart of Cards, Qi Cards (+3) |
Bonus Proficiencies
Starting at 3rd level, you gain proficiency in Sleight of Hand, gaming set (playing cards), and your choice of either calligrapher's or painter's supplies.
Qi Cards
Also at 3rd level, you augment your martial arts with cards inscribed with magical effects. Using your calligrapher's or painter's supplies, you create a number of qi cards equal to your Wisdom modifier (minimum of 1) and inscribe each of them with one cantrip of your choice from any class's spell list.
You create additional qi cards at higher levels, as shown in the Features column of the Way of the Qi Cards Features table. The total number of qi cards you can have is equal to your Wisdom modifier plus the number in parenthesis. When you gain access to a new qi card, you create it using your calligrapher's or painter's supplies when you level up. If you do not have access to calligrapher's or painter's supplies when you level up, or your Wisdom modifier improves during the course of play, you can create any new qi cards at the end of a long rest. Should your Wisdom modifier decrease, like when you unattune to a Wisdom increasing magic item, you must immediately choose qi cards to shred and destroy until you have your new maximum number qi cards.
The notation and symbolism of your qi cards are unintelligible to spellcasters, even other Way of the Qi Card monks, because your access to magic comes from a personal understanding and interpretation of the Weave. Other creatures cannot use your qi cards to learn the cantrips inscribed within, nor copy them onto a spell scroll or qi card of their own.
Qi Card Focus
Unlike spellcasters, you do not know cantrips you inscribe onto your qi cards and cannot cast them like a cleric or sorcerer would. You can only cast a cantrip inscribed on a qi card by holding that qi card, or a deck of cards with the card, and using it as a spellcasting focus. You can use a qi card any number of times, and cantrips you cast still benefit from increased damage or effects as your character level increases.
Qi Card Flurry
When you use an action to cast a cantrip inscribed on a qi card, you may use a bonus action to make an unarmed strike or spend the ki to use your Flurry of Blows feature.
Replacing Qi Cards
You may choose to replace a qi card that has been lost, destroyed, or is no longer of use to you. Doing so requires a special ritual performed over the course of 1 hour, which you can do during a short or long rest, and 1 gp worth of exotic inks or paints. At the end of the ritual, you create one qi card inscribed with a cantrip of your choice that replaces another qi card you created. The replaced qi card is shredded and destroyed, if it wasn't destroyed already.
Spellcasting Ability
Wisdom is your spellcasting ability for your qi cards, since your magic draws from your inner revelations about the nature of the Weave. You use your Wisdom whenever a cantrip refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cantrip you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Trap Card
When you reach 6th level, you can use your action to expend 1 ki and place a qi card on any surface within your reach, setting up a trap card. The cantrip inscribed in this card must require a saving throw, deal damage on a failed save, and can't require concentration.
Setting up a trap card in a space that already contains one deactivates the previous card. The trap card cannot be physically removed from the surface, but dispel magic targeting the card or the square its in deactivates it, and it automatically deactivates if the surface it is attached to is destroyed or becomes subjected to an antimagic field.
When a creature enters the space of one of your trap cards, the trap card activates and its inscribed cantrip is automatically cast, targeting the creature that entered the card's space. If you can see the card, you can use your reaction to expend 1 ki point and impose disadvantage on the creature's saving throw against the cantrip. Otherwise, you become immediately aware that your trap card has been activated and what cantrip it has cast. When you place a trap card, you may choose any number of creatures you know that will not activate the trap card.
After a trap card is activated or deactivated, it is teleported back into your possession as long as you are on the same plane of existence. You can use a bonus action to deactivate one of your trap cards that you can see, and you can use an action to deactivate all trap cards on the same plane of existence as you.
Note: A qi card placed on a surface as a Trap Card cannot be held and used as a spellcasting focus, so you cannot cast the cantrip inscribed on it until it has activated or deactivated.
Focus of the Four Kings
Starting at 11th level, your focus on cantrips is enhanced by the clarity of your mind. If a cantrip requires your concentration, its duration becomes 24 hours. Additionally, when one of your qi cards on the same plane of existence as you deals damage to a creature, you can use your reaction to teleport to the nearest unoccupied space adjacent to that creature.
Heart of Cards
At 17th level, you let the heart of cards guide you in the most critical moments. You can use your action and expend 2 ki points to select one trap card and one creature you can see within range of the card's inscribed cantrip, counting distance from the trap card instead of you. The trap card activates, and the creature is affected by the card's inscribed cantrip as if you had cast it from the card's space.
The creature suffers the cantrip's normal effects, but the amount of damage you deal on a failed saving throw is equal to four of your Martial Arts dice, plus four more Martial Arts dice for every other placed trap card that the creature can see. If the creature succeeds on their saving throw, they take half damage.
Once the cantrip resolves, all your trap cards deactivate.
Paladin
Fighting Style
The following options are available to choose as your Fighting Style in addition to those in published sources.
Blessed Warrior
You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
From Unearthed Arcana.
Blind Fighting
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
From Unearthed Arcana.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
From Unearthed Arcana.
Interception
When a creature you can see hits a target that is 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.
From Unearthed Arcana.
Mariner
As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
From Unearthed Arcana.
Pulverize
Whenever you would deal damage to a creature with a weapon that deals bludgeoning damage, roll a d4. If you roll a 4, all of your weapon's damage dice for that attack are treated as if they had rolled their maximum value.
Threat of Violence
When a creature you can see within your melee reach attacks a target other than you that is within 5 feet of you, you can use your reaction make a melee weapon attack against the creature. You must be wielding a weapon with reach to use this reaction.
Created by DiceGolem.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
From Unearthed Arcana.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
From Unearthed Arcana.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
From Unearthed Arcana.
Versatile Fighting
You can increase the size of one weapon damage die for a weapon you are wielding, up to a d12.
Created by KibblesTasty on reddit.
Example: A pike's damage die increases from 1d10 to 1d12 in your hands, and you could deal 1d8 + 1d6 damage with a greatsword.
You may apply this benefit when you are wielding a versatile weapon. A longsword wielded in two hands deals 1d12 damage instead of 1d10.
Errata: Divine Smite
... The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Sacred Oath
At 3rd level, a paladin gains the Sacred Oath feature. The following options are available to a paladin, in addition to those offered in published sources.
Oath of Eradication
The Oath of Eradication calls forth men and women with the resolve to destroy corruption no matter the cost. When evil takes root and festers, the only solution is utter destruction. Excision is the fool's folly. Burn out the corruption wholly and leave no chance for a fragment of evil to multiply.
Paladins of this oath pledge to make the difficult choices. At times, one life for the lives of many is a necessary sacrifice in order to purge corruption. The appearance of a paladin of eradication is a grim omen to many, knowing that behind and before them lie a wasteland of ash and death, empty monuments to victories over corruption.
Tenets of Eradication
- Cleanse Absolutely. If evil is allowed to remain, it festers. Nothing short of annihilation will suffice. Just as corruption has no mercy, so must you.
- Encourage the Purge. Hesitation allows corruption to spread. Be decisive, be swift, and kindle the flame of abolition.
- Inspire Purification. The masses will look to you for guidance when corruption spreads. Encourage decisive action against evil.
- Collateral Sacrifice. Eradication comes with costs. Your spirit carries the price of victory.
Oath of Eradication Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of the Righteous Purge |
| 15th | Scorched Earth |
| 20th | Avatar of Destruction |
Created by didogaosilva on reddit.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Eradication Spells
| Paladin Level | Spells |
|---|---|
| 3rd | burning hands, hellish rebuke |
| 5th | aganazzar's scorcher, flaming sphere |
| 9th | fireball, flame arrows |
| 13th | fire shield, wall of fire |
| 17th | flame strike, immolation |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Ignite the Wicked. As an action, you raise your holy symbol aloft. Choose creatures within 30 feet of you up to a maximum number equal to your Charisma modifier. Each target must make on a Constitution saving throw or take 1d6 fire damage and be set ablaze for 1 minute. While ablaze, a target must make a Constitution saving throw at the start of each of its turns or take 1d6 fire damage. On a successful save, the effect ends on that creature.
The effect also ends early if the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses them, such as being subjected to a gust of wind spell or submerging the target in water.
Purifying Flames. As an action, you raise your holy symbol aloft and a wave of holy fire blasts out around you in a 30 foot radius. This fire cleanses the ground and air around you, burning away any difficult terrain or gases and setting fire to any remaining flammable objects not being worn or carried.
Aura of the Righteous Purge
Starting at 7th level, you and friendly creatures within 10 feet of you are resistant to poison and necrotic damage. In addition, when a creature dies within this aura you can choose for its body to burst into flames, turning the corpse to ash.
At 18th level, the range of this aura increases to 30 feet.
Scorched Earth
Starting at 15th level, your righteous fire and holy wrath burn with increased potency. Whenever you deal fire damage with one of your paladin spells or features, you deal additional fire damage equal to your Charisma modifier (minimum of 1). Additionally, you can choose for your Divine Smites to deal fire damage instead of radiant damage.
Avatar of Destruction
At 20th level, you can suffuse yourself in cleansing fire, becoming an incarnation of annihilation. As an action, you gain the following benefits for 1 hour:
- Fire damage dealt by your paladin spells and features ignore resistance to fire damage, and treat a creature's immunity to fire damage as resistance instead.
- You gain 10 temporary hit points at the start of each of your turns.
- If you are hit by a melee attack you lash out with a pulse of fire, dealing 10 fire damage to creatures of your choice within 30 feet of you. Once triggered, it cannot be triggered again until the start of your next turn.
- Any hostile creature that is reduced to 25 hit points or fewer after taking fire damage from one of your spells or features must succeed on a Constitution saving throw against your paladin spell save DC or be instantly destroyed and reduced to ash.
Oath of Mending
The Oath of Mending is taken by paladins who swore to restore something that was destroyed. More than fixing broken objects, those who swear this oath vow to take back a homeland, bring a former kingdom back to glory, or even restore a bond long broken.
These paladins often wear armor rimmed in gold, not to ostentate their riches, but to identify them on the battlefield and to symbolize the light they wield. They are known for their superior healing capabilities, turning energy from their strikes into mending power for their allies. Othen known as mender knights, one could be a welcome sight for its allies or a frightening presence for its enemies.
Tenets of Mending
- Mend. Be it bonds, shelter, or bone, vow to restore that which has been broken.
- Forgive. Learn to forgive those who are capable of change.
- Inspire. Inspire those around you to be better, and the world will be a better place.
- Promise. Promises are sacred. Never break one.
Oath of Mending Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of Mending |
| 15th | Infusion of Light |
| 20th | Lightbringer |
Created by didogaosilva on reddit.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Mending Spells
| Paladin Level | Spells |
|---|---|
| 3rd | healing word, shield of faith |
| 5th | lesser restoration, prayer of healing |
| 9th | beacon of hope, mass healing word |
| 13th | aura of life, aura of purity |
| 17th | greater restoration, raise dead |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Light of Mending. As a bonus action, you touch your holy symbol and imbue it with radiant, mending energy. Choose one creature you can see within 30 feet of you to regain hit points, cure disease, or neutralize poison as if you had touched them using your Lay on Hands feature. You spend points from your pool of healing power as normal, and a creature you restore hit points to with this feature restores additional hit points equal to your Charisma modifier.
Additionally, you can affect constructs and objects with this feature. Constructs and objects that regain hit points in this way also mend breaks or tears in their form, as long as each break or tear is no larger than 1 foot in any dimension, leaving no trace of the former damage if they are restored to full hit points.
Turn the Unforgivable. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Mending
Starting at 7th level, you constantly emanate a comforting aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. At 18th level, the range of this aura increases to 30 feet.
Friendly creatures inside the aura cannot be poisoned. In addition, whenever you consume one of your spell slots to use your Divine Smite feature or to cast a paladin spell, creatures of your choice within your aura regain hit points equal to the expended spell slot's level + your Charisma modifier.
Also, you learn the mending cantrip, which counts as a paladin spell for you.
Infusion of Light
Starting at 15th level, whenever you finish a short rest you can offer a short prayer to restore some of your holy effort. The healing pool provided by your Lay on Hands feature regains a number of points equal to 5 times your Charisma modifier (minimum of 5).
Lightbringer
At 20th level, you can make the holy light within you burst forth. As an action, you gain a mighty appearance that radiates light and energy. For 1 minute, you gain the following benefits:
- You emit bright light in a 30-foot radius, and dim light for an additional 30 feet beyond that. Whenever an ally starts its turn in the bright light, that ally restores 10 hit points. In addition, the area of bright light is considered difficult terrain for creatures hostile to you.
- Golden, spectral wings burst from your back. You have a flying speed of 60 feet and can hover.
- Whenever you expend one of your spell slots to use your Divine Smite feature or cast a paladin spell, hostile creatures within 30 feet of you must succeed on a Constitution saving throw or be blinded until the start of your next turn.
Oath of Sanity
The Oath of Sanity is the oath of someone that has survived exposure to the horrors that lay beyond the veil. While most who have glimpsed into the Far Realm suffer instant and irrevocable madness, these Paladins have glimpsed beyond and sworn to remain sane, no matter what the cost. They reject shielding their fragile mind from what they've seen with the comforting shroud of madness.
An Oath of Sanity paladin will usually seem to others as following obscure codes incomprehensible to those who haven't experienced a brush with the beyond; their morality coming in blue and orange rather than black and white. Almost universally they are dedicated preventing the threats beyond from consuming the material world and shattering the fragile minds within.
These are the ones who make grim decisions for the greater good, for they know what lies beyond.
Tenets of Sanity
- Order. Never act on random or chaotic impulses. These are the cracks of madness.
- Vigilance. Never let your attention wander, least you miss the signs madness.
- Discipline. Never indulge in a lapse of behavior, your habits keep you safe from madness.
- Solemnity. Your work is terrible. Never take pleasure in it. That leads to the comfort of madness
- Sanity. No matter what, never give into madness.
Oath of Sanity Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of Binding |
| 15th | Constant Vigilance |
| 20th | Awoken |
Created by KibblesTasty on reddit.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Sanity Spells
| Paladin Level | Spells |
|---|---|
| 3rd | detect magic, protection from good and evil |
| 5th | calm emotions, see invisibility |
| 9th | dispel magic, remove curse |
| 13th | banishment, dimension door |
| 17th | banishing smite, contact other plane |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Focus Mind: As a reaction you take when you become frightened, charmed, or subject to a similar negative mental condition by failing an Intelligence, Wisdom, or Charisma saving throw, you may focus your mind and expend one use of your Channel Divinity to immediately end the condition.
Turn the Aberrant: As an action, you focus your mind on aberrations or undead, using your Channel Divinity. Each aberration or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Aura of Binding
Beginning at 7th level, you project a grounding aura against the warping of space. Creatures of your choice within 10 feet of you attempting to teleport or cross planar boundaries must make a Charisma saving throw against your spell save DC. On a failure, their action is wasted, although they do not expend a spell slot if you prevent a spell from functioning.
At 18th level, the range of this aura increases to 30 feet.
Constant Vigilance
Starting at 15th level, you can no longer be surprised and as long as you have 1 hit point you can utilize your passive Perception, even while unconscious.
Additionally, whenever you roll for Initiative and the total is less than your passive Perception, you can choose to use your passive Perception as your Initiative for the combat.
Awoken
At 20th level, you can focus and fully perceive the world around you for what it is, shattering the foul magics that bind and piercing the veils that hide. As an action, you gain the following benefits for 1 minute:
- You can gain truesight with a range of 120 feet.
- You are immune to psychic damage.
- Whenever you strike an enemy with a Divine Smite, they suffer the effects of dispel magic cast at the level of the spell slot you expended.
- You can use Focus Mind without expending a use of your Channel Divinity, even if you have no uses remaining.
Once you activate this feature, you can't use it again until you finish a long rest.
Oath of Shadows
The Oath of Shadows is a secretive code, sworn by those paladins who realize that they cannot do what they must by the light of day. They take to the night and shadows, cloaking themselves in power drawn from the Shadowfell, turning the darkness against their foes. Some are selfish blackguards seeking personal wealth, while others are vigilante heroes seeking to root out evil that is normally shielded by the law.
Each paladin who swears to the Oath of Shadows decides for themselves what is truly right and wrong, and though they range from good to evil they still they share certain tenets about how to enact their morality on the world.
Tenets of Shadows
- Cast a Great Shadow. You know that just as a shadow can loom much larger than its source, the idea of you can be far more terrifying than you yourself. Use any dramatic flourish, imposing costume, or mysterious tactic you can to leave your foes telling fearful tales of you long after you have left them. The shadow you cast over your foes is your greatest weapon.
- Shades of Gray. No one is perfectly good or evil. There is no moral black and white, only shades of gray. Even those with the best intentions can commit evil and even those who seem irredeemable can still change for the better. One should not slay the wicked in thoughtless haste, for they may not be so wicked forever, and the slayer may not be so righteous.
- Remain Cowled. The night and shadow are your cloak and cowl, guarding you from those who would stymie your efforts out of a misguided hunger for transparency and "truth." Darkness and deception are not inherently good or bad - they are tools that can be used for any cause. Stay within the safety of the darkness, and always keep your true nature private and hidden except from your most trusted allies.
- Do What Must Be Done. Laws, norms, and rules have a purpose and a place, but you belong outside that place. You must do what you believe is correct in the privacy of your heart, even if it means being a vigilante, pariah, or criminal.
Oath of Shadows Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity, Shadow Smite |
| 7th | Aura of Menace, Nightfall |
| 15th | Ebon Advance |
| 20th | Phantom Knight |
Created by Benevolent Evil on D&D Unleashed.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Shadows Spells
| Paladin Level | Spells |
|---|---|
| 3rd | blackout, disguise self |
| 5th | darkness, misty step |
| 9th | fear, nondetection |
| 13th | greater invisibility, phantasmal killer |
| 17th | far step, seeming |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Eyes in the Dark. As an action, you can imbue your eyes with power from the Shadowfell using your Channel Divinity. For 1 minute, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. If you normally have darkvision, the range of this sense is equal to the range of your darkvision plus an additional 60 feet. You can also see invisible creatures within 15 feet of you for the duration. This effect instantly ends if you become incapacitated.
Looming Shadow. As an action, you can cover an area with supernatural shadow. Choose a point within 60 feet of you. A bloom of shadow appears, filling a 20-foot radius around that point for 1 minute, which causes nonmagical bright light to become seen as dim light, dim light to be seen as darkness for any creature except you. In addition, candles are snuffed out, tinderboxes and matches cannot be lit, and torches and lanterns sputter against the oppressive shadow.
Magical bright or dim light produced by cantrips, such as the light cantrip, have their range halved while within the area, but light produced by spells of 1st level or higher are not affected.
Fearsome Smite
Starting at 3rd level, your Divine smite deals psychic damage instead of radiant damage. In addition, the damage increases by 1d8 if the target is surprised by you or frightened of you, to a maximum of 6d8.
Aura of Menace
When you reach 7th level, you project an aura of menace. When a creature within 10 feet of you makes attack against a target that isn't you, you can choose to have them roll a Wisdom saving throw against your paladin spell save DC before they roll their attack. On a failure, they are frightened of you until the end of your next turn.
At 18th level, the range of this aura increases to 30 feet.
Nightfall
Also at 7th level, you learn to float like a looming shadow. You never suffer disadvantage on Stealth checks for wearing any kind of armor you are proficient in.
In addition, if you are in dim light, darkness, or shadows when you fall, you silently fall only 60 feet per round and do not take falling damage.
Finally, when you end a conversation with a creature, you use your reaction to silently move up to 30 feet and Hide while the creature isn't looking at you. You can't do this if either you or the creature are in combat or immediate danger.
Ebon Advance
Starting at 15th level, you can step through the Shadowfell to descend upon your foes in a cloak of pure darkness. You can use a bonus action on your turn to teleport up to 120 feet to an unoccupied space that you can see. Until the end of your next turn, your space is filled with magical darkness that you can see normally in, and the darkness moves with you.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Phantom Knight
At 20th level, you gain the ability to take on the ghastly form of shadow itself. As an action, you can imbue yourself with shadow energy. For 1 minute, you have resistance to all damage except psychic and radiant damage, you have a flying speed equal to your walking speed, you can hover, and you have the Incorporeal Movement trait as described below.
Once you use this feature, you cannot use it again until you finish a long rest.
Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. When you take radiant damage, you can't move through objects until the end of your next turn. If you end your turn or take radiant damage while inside an object, you take 2d10 force damage and you are pushed into the nearest unoccupied space in a random direction.
Ranger
Fighting Style
The following options are available to choose as your Fighting Style in addition to those in published sources.
Blind Fighting
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
From Unearthed Arcana.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
From Unearthed Arcana.
Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
From Unearthed Arcana.
Interception
When a creature you can see hits a target that is 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.
From Unearthed Arcana.
Mariner
As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
From Unearthed Arcana.
Pulverize
Whenever you would deal damage to a creature with a weapon that deals bludgeoning damage, roll a d4. If you roll a 4, all of your weapon's damage dice for that attack are treated as if they had rolled their maximum value.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
From Unearthed Arcana.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
From Unearthed Arcana.
Versatile Fighting
You can increase the size of one weapon damage die for a weapon you are wielding, up to a d12.
Created by KibblesTasty on reddit.
Example: A pike's damage die increases from 1d10 to 1d12 in your hands, and you could deal 1d8 + 1d6 damage with a greatsword.
You may apply this benefit when you are wielding a versatile weapon. A longsword wielded in two hands deals 1d12 damage instead of 1d10.
Ranger Conclave
At 3rd level, a ranger gains the Ranger Conclave feature. The following options are available to a ranger, in addition to those offered in published sources.
Responder
Rangers in the Responder Conclave have specialized training, mixing functional physical and mental exercises with expanded magical abilities. They are among the first to arrive and provide assistance at the scene of an emergency, such as an accident or natural disaster. Often they can be found rescuing people from floods or forest fires, or seeking out those lost in unfamiliar terrain. In a group where they face down more visceral threats, such as bandits, warlords, or even monsters, they have the martial training to protect their allies as well as punish those that would harm others.
Responder Features
| Ranger Level | Feature |
|---|---|
| 3rd | Responder Magic, Medical Training, Salvation |
| 7th | Response Time |
| 11th | Emergency Reflexes |
| 17th | Extrication |
Created by NeverendingCodex on reddit.
Responder Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Responder Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Responder Spells
| Ranger Level | Spells |
|---|---|
| 3rd | healing word |
| 5th | aid |
| 9th | beacon of hope |
| 13th | death ward |
| 17th | mass cure wounds |
Medical Training
At 3rd level, you are well versed in seeing to wounds in traditional and arcane ways. You gain the following benefits:
- You gain proficiency in Medicine.
- You may use a healer's kit as a spellcasting focus.
- As part of a long rest, you can harvest materials from your immediate surrounding, such as cloth, leaves, and herbs, to make bandages and salves, replenishing all expended uses of your healer's kit. If there are no suitable materials nearby, you can instead expend one spell slot of any level to replenish your healer's kit.
- As an action, you can expend 5 uses of a healer's hit to cure a creature of one disease or neutralize one poison affecting it. This feature has no effect on undead and constructs.
Salvation
Also at 3rd level, you can steel yourself and others to overcome misfortune or hardship, channeling your very will into a bolstering effect. To do so, you use your reaction whenever you or a creature you can see within 60 feet of you are about to be hit or damaged by an attack, spell, or effect. The target gains one Salvation die, a d4. They can immediately roll the die and choose one of these options:
- The target can add the number rolled to its AC until the start of its next turn, including against the triggering attack.
- The target can subtract twice the number rolled from the damage of the triggering effect.
- The target can add the number rolled to the saving throw against the triggering effect. They can wait until after they roll the d20 before deciding to use the Salvation die, but must decide before the DM says whether the roll succeeds or fails.
At the end of the turn on which the Salvation die was given, whether it was rolled or not, it is lost. A creature can have only one Salvation die at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a short or long rest.
Your Salvation die changes when you reach certain levels. The die becomes a d6 at 7th level, a d8 at 10th level, and a d10 at 18th level.
Response Time
At 7th level, your extensive training has given you the ability to reach people in need almost anywhere. Your walking speed increases by 10 feet, and you gain a climbing and swimming speed equal to your walking speed.
As a bonus action, you can expend a Salvation die to take the Dash action.
Emergency Relfexes
At 11th level, you can push yourself a little farther to help those in need. If you roll initiative and have no Salvation die, you regain 1 Salvation die.
In addition, if a friendly creature you can see falls unconscious, you can use your reaction to move up to your movement towards them without provoking attacks of opportunity. If you end your movement in a space adjacent to the unconscious creature, you can expend a use of a healer's kit as part of the reaction.
Extrication
At 17th level, you can instinctively react to impending life-threatening situations. You can use your reaction to teleport yourself and a number of willing creatures equal to your Wisdom modifier, that you can see within 60 feet of you, to a destination up to 500 feet away. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
If you would arrive in a place already occupied by an object or a creature, you and any creature teleporting with you each take 4d6 force damage and are shunted to the nearest unoccupied space.
Once you use this ability, you can't use it again until you finish a long rest.
Rogue
Roguish Archetype
At 3rd level, a rogue gains the Roguish Archetype feature. The following options are available to a rogue, in addition to those offered in published sources.
Surgeon
A different cut entirely, a surgeon is a rogue that has come from the bloodiest walk of life possible; that of a medic. Few things phase a rogue that has spent time seeing the worst that the battle field has to offer - roper bites, dragon burns, acid sprays, and worse - and their in-depth knowledge of anatomy can cut both ways on the battlefield. Unwise would be the one that underestimates the deadly precision of a surgeon, for cutting things open was never the hard part of their job.
Surgeons tend to be fastidious and educated, but where their moral compass points can vary as widely as what brought them to their calling.
Surgeon Features
| Rogue Level | Feature |
|---|---|
| 3rd | Paramedic Procedures, Anatomical Assessment |
| 9th | Field Care |
| 13th | Medical Prodigy |
| 17th | Anatomical Expertise |
Created by KibblesTasty on reddit.
Paramedic Procedures
When you choose this archetype at 3rd level, you gain proficiency in Medicine. Additionally, you can use a bonus action to use a Healer's Kit and the target also regains hit points equal to your Wisdom modifier.
Anatomical Assessment
Also at 3rd level, you can use a bonus action to make a Medicine check against a creature you can see within 60 feet, with a DC equal to its AC, to assess its weaknesses and how to effectively dissect it. You have advantage on this roll against humanoids and giants, and disadvantage against constructs, elementals, oozes, and undead.
On success, you can use your Sneak Attack against that creature even if you don't have advantage on the attack roll, but not if you have disadvantage on it, if you are attacking with a finesse weapon in melee. You can also reroll a number of the Sneak Attack damage dice up to your Wisdom modifier (minimum 1) of your choice, and must take the new results.
These benefits last for 1 minute or until you use this feature again.
Field Care
Starting at 9th level, you can clean and bind the wounds of up to six willing beasts and humanoids during a short rest. Make a DC 10 Medicine check for each creature. On a success, if that creature spends a Hit Die during this short rest the first hit die it expends is treated as if it had rolled its maximum value.
Medical Prodigy
Beginning at 13th level, you've incorporated a wider range of solutions to cures, to the point where your ability to cure patients borders on the supernatural. As a bonus action, you can make a Medicine check on a willing creature within 5 feet of you to cure it of the blinded, deafened, paralyzed, or poisoned conditions.
If the condition was the result of failing a saving throw, the DC of the check is equal to the DC of the saving throw. Otherwise, the DC is 10.
Anatomical Expertise
At 17th level, you glean more information from your Anatomical Assessment. When you attack a creature and have the benefits of your Anatomical Assessment against them, you can also cripple them to inflict one of the following conditions:
- Hamstring. You cripple the creature's locomotion, reducing its movement speed by half.
- Artery. You rip open a critical area, causing it to take 4d4 piercing damage at the start of its turns.
- Larynx. You attack the creature's vocal apparatus. The target is muted and cannot speak or perform verbal components.
- Eyes. You strike the creature's eyes. The target is blinded.
At the end of a crippled creature's turns, it makes a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency) to end the effect. Once a creature has saved against a crippling condition, they are immune to that condition for 24 hours.
You can do this a number of times equal to your Wisdom modifier and regain expended uses when you complete a long rest.
Sorcerer
Sorcerous Origin
At 1st level, a sorcerer gains the Sorcerous Origin feature. The following options are available to a sorcerer, in addition to those offered in published sources.
Arcane Monstrosity
To others, magic is a force outside. To sorcerers, magic is inside. But for you, magic is inside and it does not belong there.
Horrific. That's what most called it. Never should have been allowed. Or maybe it hadn't been. An insane artificer or crazed wizard, laboring alone in a dilapidated workshop. Maybe they had permission, or maybe they didn't. In the end, it hardly matters. Whatever the circumstances, the experiment pushed the boundaries of discovery, ethics, and madness. Mortal knowledge has been advanced, but at what cost?
Whatever that price, all that is certain is that you, undoubtly, are the one who had to pay it. Use the table below to determine what marks or scars this experimentation left on you, or work with your DM to create an equivalent physical deformity.
Magical Deformity
| d4 | Deformity |
|---|---|
| 1 | You have a tail, or a second, mismatched tail if you already had one. It moves like it has a mind of its own. |
| 2 | Your eyes have an odd quality and don't match one another in color, pupil shape, or any other trait. |
| 3 | You have horns, or an abnormal number of horns if you had some already. The tips glisten as if covered in oil. |
| 4 | The scars on your face move slowly about it, shifting position ever so slightly. Sometimes they itch. |
Arcane Monstrosity Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Harsh Genesis, Monstrous Weapon |
| 6th | Combat Monstrosity, Instinctive Arcana |
| 14th | Sorcerous Mutation |
| 18th | Horrific Transformation |
Created by Anathemys on The Lawful Good Rogue.
Harsh Genesis
Bearing the strain of your mutations has given you a greater resilience. While you are not wearing any armor, your base AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Monstrous Weapon
You gain a natural weapon that stems from your arcane mutations. Choose a sorcerer cantrip that requires an attack roll and deals damage on a hit. You learn that cantrip, which counts against the maximum you can know.
You gain a magical natural weapon based on your chosen cantrip, which you can use to make unarmed strikes. The effect of this natural weapon mimics your chosen cantrip in the following ways:
- If the range of the cantrip is less than 15 feet or Touch, your natural weapon is a melee weapon and has a reach of 5 feet.
- If the range of the cantrip is 15 feet or more, you can choose for your natural weapon to be a melee weapon with a reach of 5 feet, or a ranged weapon with a range equal to that of the cantrip.
- You have proficiency with your natural weapon.
- You can use your Charisma modifier on attack rolls with your natural weapon, instead of Strength or Dexterity.
- On a hit, you deal damage equal to the damage of the cantrip, of a damage type equal to the damage type of the cantrip, and you may add your Charisma modifier to one damage roll.
- When the damage of the cantrip improves, the damage of your natural weapon also improves to match.
- Additional effects of the cantrip carry over to your natural weapon.
- Some sorcerer cantrips require you to hit with a melee weapon attack as part of the action to cast them, such as booming blade. Instead of making the attack with your unarmed strike or a held melee weapon, you attack with your natural weapon and deal 1d8 nonmagical bludgeoning, piercing, or slashing damage (your choice when you gain this feature) on a hit, in addition to the effects of the cantrip.
For example, if you choose shocking grasp, your Monstrous Weapon must be a melee weapon with a reach of 5 feet, you have advantage on attack rolls with it against targets wearing armor made of metal, and on a hit it deals 1d8 lightning damage and the target cannot take reactions until the start of its next turn. Additionally, when your character reaches 5th level, the damage of this natural weapon would improve to 2d8 lightning damage.
Combat Monstrosity
Starting at 6th level, your familiarity with your own magic has allowed you greater control over it. Immediately after you cast a spell, you can use a bonus action to make a single attack with your Monstrous Weapon.
Additionally, your Monstrous Weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical damage, if they were not already.
Instinctive Arcana
Also at 6th level, the intrinsic magic in your blood gives you heightened senses when it comes to the arcane. You can sense if an object you touch or that comes within 1 foot of your flesh is magical, and what school of magic it is, as if you had the benefit of the detect magic spell. You can focus on this special sense to gather even more information about magical effects. You gain the ability to cast both detect magic and identify as rituals, and you ignore any material components they may require.
Sorcerous Mutation
Beginning at 14th level, your sorcerous power warps your body, granting additional power. Whenever you expend at least one sorcery point on your turn, you immediately gain either a +2 bonus to AC or advantage on your next Monstrous Weapon attack until the start of your next turn. If you spend another sorcery point on your turn while already benefiting from this feature, you also gain the benefits of the option you did not choose.
Horrific Transformation
At 18th level, your mastery of the magic growing within you allows you to loosen the constraints placed on it by your mortal, mundane body. As a bonus action, you can expend 5 sorcery points and transform into a true monstrosity, gaining the following benefits:
- When you transform, creatures of your choice within 30 feet of you who can see you must make a Wisdom saving throw against your spell save DC. On a failure, that creature is frightened of you until your transformation ends. At the end of each of its turns, it can make another Wisdom saving throw to end the effect.
- You gain the monstrosity type, replacing your normal type.
- While you are not wearing any armor, your base AC equals 13 + your Charisma modifier. You can use a shield and still gain this benefit.
- Your walking speed increases by 10 feet. If you have a climbing or swimming speed, it also increases by 10 feet.
- Whenever you use your Combat Monstrosity feature, you can make two attacks with your Monstrous Weapon instead of one.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this feature, you cannot use it again until you finish a short rest.
Body Horror
Work with your DM to determine the specifics of how your Monstrous Weapon looks and functions. You might have claws edged with magical rot, to reflect the necrotic damage of chill touch as a melee weapon, or your arm might be host to a tubular growth that launches blistering spittle, to reflect the fire damage of firebolt as a ranged weapon.
How does it look when you use your Instictive Arcana or Horrific Transformation?
Dread Necromancer
“Annabelle, not four hours ago you instructed a dead man to stand up and he did.”
“Okay, he wasn't dead, obviously. He was almost dead, at best.”
“No. He was dead.”
“I felt his pulse! It was very faint!”
“You called his pulse. No one else would have felt it, because it wasn't there except in response to you.”
... Annabelle looked down at the flier in her hand with a frown. When she unfolded it, the first page said, Everyone's necromancy journey is different, but most people discover their gift by accident. Have you ever brought a pet back to life? Touched an elderly relatives hand and seen some of the color flood back into their face? Or perhaps, more subtly, been able to keep cut flowers alive long past their purchase date?
Annabelle looked at her kitchen table. She'd had the same vase of tulips on it since she moved in, three years ago. It was true they periodically started to wilt, but she usually just changed their water and they were fine, popping back up one after the other as she slid them into the fresh vase.
“Well shit,” Annabelle said, letting the flier fall from her hands.
Molly Hall, ofgeography.tumbler.com
Dread Necromancer Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Dead Inside, Call the Pulse |
| 6th | Power Beyond the Grave |
| 14th | Death Hungers |
| 18th | Overwhelming Necrosis |
Created by freakingfairy on reddit.
Dead Inside
Your natural connection to death and the undead makes you harder for them to see you as living. Mindless undead are not automatically hostile to you merely for being alive and may ignore you if left unprovoked. They can still be commanded to attack you by a creature controlling them, and intelligent undead are free to make up their own mind about you as always.
Regardless, all undead have disadvantage on Perception checks made to detect you.
Call the Pulse
Also at 1st level, you learn the spare the dying cantrip. This counts as a sorcerer cantrip for you and does not count against your number of cantrips known.
Additionally, you can raise an undead mockery of life from a dead body to serve you. As an action, choose a pile of bones or a corpse of a Medium or Small humanoid within 30 feet of you and expend either a first level spell slot or two sorcery points. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse. You can maintain control over a number of skeletons and zombies equal to half your sorcerer level (minimum of 1).
On each of your turns, you can use a bonus action to mentally command any undead you control if they are within 60 feet of you (if you control multiple undead, 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 turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the undead only defends itself against hostile creatures. Once given an order, the undead continues to follow it until its task is complete.
If you animate another undead creature while already controlling the maximum number, the oldest creature you've created is immediately freed from your control and becomes hostile to you.
Power Beyond the Grave
At 6th level, you learn to empower your undead servants. As an action, you can expend two sorcery points to infuse an undead you control within 60 feet of you with additional necrotic energy. For the next minute, the target gains a bonus to its AC equal to half your proficiency bonus, gains temporary hitpoints equal to your sorcerer level, and deals an additional 1d8 necrotic damage with all melee attacks.
In addition, you may expend five sorcery points to cast revivify on a creature that isn't undead without expending a spell slot and ignoring any material components. Once you cast revivify in this way, you can't do so again until you finish a long rest.
Death Hungers
Starting at 14th level, your necrotic essence is so potent it can tear the life directly from other creatures. As an action, you can make a melee spell attack against a creature within your reach. On a hit, the creature takes 3d6 necrotic damage and you regain hit points equal to half the damage taken.
Your mastery over life and death has also improved drastically. You can cast resurrection once without expending a spell slot and ignoring any material components. You regain the use of this ability after one week has passed.
Note: Since you are still casting the revivify and resurrection spells, you can apply your Metamagic to them!
Overwhelming Necrosis
When you reach 18th level, your minions will lay down their unlife for your glory. As an action, you can flood all the undead currently under your control with necrotic energy, detonating them in an explosive burst. Any creature within 10 feet of one or more of these explosions must make a Constitution saving throw versus your spell save DC. A creature in the area of more than one necrotic burst is affected only once, but has disadvantage on the saving throw. They take 8d6 necrotic damage on a failed save, or half damage on a successful one.
If any living humanoids are killed by the necrotic explosions, they are immediately raised as a zombie under your control. If there are more raised zombies than you can control with your Call the Pulse feature, you choose which ones to keep until you reach your limit. Any remaining raised zombies turn to ash, and you gain temporary hit points equal to your sorcerer level regardless of how many zombies do so.
Flametouched
Your magic stems from the primordial energy of elemental fire. Many sorcerers with this power can trace their ancestry to the creatures of the Plane of Elemental fire, particularly the Efreeti. This origin is not always ancestral, however. Your powers might have manifested after a near-death experience with a creature of fire, like the legendary phoenix, or simply through constant exposure to fire. In rare cases, those that live near volcanoes can spontaneously gain these powers, especially if they've lived near one since childhood. Regardless of how this magic manifested, it causes flames to permeate your soul and define your magic.
Flametouched Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Fire Within, Ember Magic |
| 6th | Ashen Inferno, Fleeting Flames |
| 14th | Enkindled Body |
| 18th | Ascendant Flame |
Created by Jonoman3000 on reddit.
Fire Within
Your inner flame grants you aptitude in all forms of pyromancy. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list if the chosen spell deals fire damage. It becomes a sorcerer spell for you.
If such a spell only deals fire damage if you choose one of the spell's options, such as the warm shield option of the fire shield spell or choosing fire damage for the elemental bane spell, you must choose that option each time you cast the spell. You cannot choose any other option that does not deal fire damage when you cast the spell.
Ember Magic
Starting at 1st level, you can cause your fire magic to leave behind magical embers in its wake. Whenever you cast a spell of 1st level or higher that deals fire damage, you can conjure a cloud of embers that fills a 10-foot radius extending out from your body. Alternatively, if the spell you cast has an area of effect (such as burning hands or fireball), you can choose to have the cloud cover the area of the spell, rather than manifest around you.
Either way, the cloud remains in the place it was conjured, and lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The area of the cloud is lightly obscured, and you gain the following benefits while you are within a cloud conjured by this feature:
- As a bonus action, you can teleport up to 15 feet to a point you can see within a cloud. You cannot use this action if your speed is 0, and you cannot cast a spell during the same turn unless that spell is a cantrip.
- Opportunity attacks made by other creatures within the cloud have disadvantage against you.
- You can attempt to hide even when you are only lightly obscured by the cloud.
Ashen Inferno
At 6th level, you learn how to reignite your conjured embers to burn your foes. Whenever you cast a spell of 1st level or higher that deals fire damage and has an area of effect that intersects with one or more of the clouds of embers conjured with your Ember Magic feature, you can spend 1 sorcery point to cause the spell's effect to spread throughout the connected clouds, allowing it to affect more creatures.
Creatures of your choice within the connected clouds are affected by the spell as if they were within the spell's normal area. Also, any creature within the area of intersection between the spell and the clouds takes additional damage equal to the spell's level. Whenever you use this feature, you cannot also use your Ember Magic feature to conjure a cloud of embers.
The sorcery point cost is increased to 2 if you use this feature on a spell of 3rd or 4th level, 3 for a spell of 5th or 6th level, and 4 for a spell of 7th level or higher.
Fleeting Flames
Also at 6th level, your magic rekindles your spirit. When you cast a spell of 1st level or higher, your walking speed increases by 10 feet until the end of the turn. This speed bonus is increased to 20 feet at 14th level, and 30 feet at 18th level.
Enkindled Body
At 14th level, you become one with your inner flame. You gain resistance to fire damage, and your Ember Magic feature is improved. When you activate that feature, you can create two clouds at once: one that extends out from you, and one that covers the spell's area of effect. If the spell you cast doesn't have an area of effect, you create one cloud that fills a 20-foot radius extending out from your body, rather than the normal 10-foot radius cloud. Additionally, the distance you can teleport within these clouds is increased to 60 feet, and this teleportation no longer restricts your spellcasting and can be used when your speed is 0.
Ascendant Flame
Starting at 18th level, you can use your bonus action to transform yourself into a fiery form until you lose your concentration (as if you were concentrating on a spell). While this feature lasts, you are immune to fire damage, have a flying speed equal to your walking speed, and any creature that touches you or hits you with a melee weapon attack while within 5 feet of you takes fire damage equal to half your sorcerer level.
Nine-Sealed Nightmare
You are a prisoner, trapped within a cage of flesh and bone. You devoured the mind of your captor, feasted upon their memories, but the seals and wards those wretched, cunning mortals etched into its skin are steadfast and self-repairing. You speak in the voice of the one you've consumed and play along with the indignity, concealing the fact that if the shell you are trapped within dies, then you will be banished to the afterlife in place of the soul you consumed. They are afraid of your nature, though they may not know what you truly are. You will be freed. Nine seals stand in your way, and the first is ever so delightfully fragile.
Smile, nightmare, for your time has come.
Nine-Sealed Nightmare Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Origin Spells, The Nine Nightmare Seals |
| 6th | Voice from the Darkness |
| 14th | Eyes of Ink |
| 18th | Immortal Cage |
Created by GenuineBelieverer on reddit.
Origin Spells
When you choose this sorcerous origin, you gain access to the following spells, which do not count against your spells known but can only be cast once you reach the required sorcerer level. They count as sorcerer spells for you.
Nine-Sealed Nightmare Spells
| Sorcerer Level | Feature |
|---|---|
| 1st | bane |
| 3rd | darkness |
| 5th | bestow curse |
| 7th | evard's black tentacles |
| 9th | dream |
| 11th | magic jar |
The Nine Nightmare Seals
At 1st level, the sigils laid upon your prison begin to weaken. When you cast a sorcerer spell using a spell slot of 1st level or higher, you gain a number of shatter points equal to the level of the spell slot used. Once the total number of shatter points equals or exceeds a seal's threshold, as listed in the Nine Seals table below, the seal breaks and you temporarily gain access to a new feature. When you gain or recover a spell slot, you lose shatter points equal to the level of the spell slot. Certain seals have minimum sorcerer level requirements to be broken, as listed in the table.
When you gain the Font of Magic feature at 2nd level, you also gain shatter points equal to the number of sorcery points you spend, and lose shatter points equal to the number of sorcery points you regain.
Voice from the Darkness
Starting at 6th level, you can choose to allow any creature that speaks a language to understand your speech.
Nine Seals Table
| Seal Threshold | Seal and Effect |
|---|---|
| 2 | The First Seal of Hunger. You refuse to die easily. When you are reduced to 0 hit points, you can immediately move up to 30 feet and make a melee spell attack targeting a hostile creature that deals 4d10 force damage on a hit. If you hit, you regain hit points equal to your sorcerer level. You can't do so again until you finish a short or long rest. |
| 6 3rd level | The Second Seal of Spite. Your cruel power flares through the cracks in your seals. When you damage a hostile creature with a cantrip, it takes necrotic damage equal to your spellcasting modifier. |
| 12 | The Third Seal of Trickery. You move your prison like a puppet. Your jumping height and distance triple. You can use your Charisma modifier in place of your Strength modifier for attack and damage rolls with melee weapons, and you gain advantage on Dexterity saving throws. |
| 25 6th level | The Fourth Seal of Fury. Your prison's flesh warps and distorts, sprouting fangs, horns, and claws that are natural weapons you can use to make melee weapon attacks that deal 1d10 magical piercing damage. When you cast a cantrip, you can use your bonus action to make a single melee weapon attack. |
| 35 | The Fifth Seal of Fervor. Your otherworldly resilience protects your prison from damage. You gain resistance to one chosen damage type. You can choose a different damage type each time you break this seal. |
| 44 | The Sixth Seal of Suffering. When you make a melee attack, you can expend 1 sorcery point to gain advantage on that attack roll. |
| 53 | The Seventh Seal of Betrayal. When you cast a spell of 1st level or higher that affects more than one hostile creature, choose one of those creatures. The target must make a Wisdom saving throw against your sorcerer spell save DC or become frightened of one other creature the spell affected of your choice for the spell's duration. |
| 69 | The Eigth Seal of Corruption. When you fail a saving throw, you can expend 1 sorcery point to cause each hostile creature within 10 feet of you to take 2d10 necrotic damage. |
| 80 17th level | The Ninth Seal of Defiance. You can cast spells of 1st level with a casting time of 1 action without using a spell slot. |
| 100 20th level | The Unspoken Seal of Death. You transform into a creature of your choosing with a CR of 20 or lower. You can't use lair actions, legendary actions, or spellcasting granted by your new form, but you retain all class features and can cast spells normally. Your current and total hit points do not change between forms. |
Eyes of Ink
At 14th level, you can see clearly through magical darkness, and you can treat dim light and darkness as if it were bright light.
Immortal Cage
At 18th level, if you die you return to life, fully restored, after 100 years at your place of death.
Seven-Sealed Savior
You are not alone. Inside your soul, there is a being of pure light, wild joy, and benevolent harmony. It saved you from death, and claims that you saved it as well. To protect you from its overwhelming power, it sealed itself inside your heart. As you act in accordance with the virtues of your guest, your power grows and wells forth from within you. Act with pure intent, and fight against darkness wherever you find it. You are not alone.
Unlike a divine soul sorcerer, you draw power from the singular celestial force within you. Established religious hierarchies welcome you warmly and treat you with reverence, and seven-sealed saviors that do impressive deeds for the church may find themselves blessed as a saint.
Seven-Sealed Savior Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Origin Spells, The Seven Saintly Seals |
| 6th | Harmonious Action |
| 14th | Delightful Grace |
| 18th | Cleansing Light |
Created by GenuineBelieverer on reddit.
Origin Spells
When you choose this sorcerous origin, you gain access to the following spells, which do not count against your spells known but can only be cast once you reach the required sorcerer level. They count as sorcerer spells for you.
Seven-Sealed Savior Spells
| Sorcerer Level | Feature |
|---|---|
| 1st | cure wounds |
| 3rd | calm emotions |
| 5th | revivify |
| 7th | banishment |
| 9th | flame strike |
| 11th | heal |
The Seven Saintly Seals
At 1st level, the the being within you begins to unlock the seals separating the two of you. When you cast a sorcerer spell using a spell slot of 1st level or higher, you gain a number of harmony points equal to the level of the spell slot used. Once the total number of harmony points equals or exceeds a seal's threshold, as listed in the Seven Seals table below, the seal opens and you temporarily gain access to a new feature. When you gain or recover a spell slot, you lose harmony points equal to the level of the spell slot, to a minimum of 0. Certain seals have minimum sorcerer level requirements to be broken, as listed in the table.
Seven Seals Table
| Seal Threshold | Seal and Effect |
|---|---|
| 2 | The First Seal of Purity. Your heart is open to the world. Whenever you cast a spell as an action that targets one or more friendly creatures, you gain temporary hit points equal to twice your Charisma modifier (minimum of 2). |
| 6 3rd level | The Second Seal of Temperance. You take no more than is needed. When you regain hit points that would exceed your hit point maximum, you can choose to distribute the excess hit points among creatures you can see within 30 feet of you. |
| 12 | The Third Seal of Charity. You give freely to others. When you lose hit points, you can use your reaction to gift a creature you can see within 30 feet of you temporary hit points equal to your Charisma modifier (minimum of 1). |
| 25 6th level | The Fourth Seal of Diligence. You will not be turned aside from your purpose. When you are frightened or charmed, you can choose to end the condition using your bonus action. |
| 35 | The Fifth Seal of Patience. You understand that there is a time for everything. When you Ready an Action and do not perform it before the start of your next turn, you can take that action using your bonus action during your next turn, preventing spells cast for the readied action from being lost. |
| 44 | The Sixth Seal of Kindness. You are joyful when others succeed, and comfort them when they fail. When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to grant it temporary hit points equal to your Charisma modifier (minimum of 1). |
| 53 | The Seventh Seal of Humility. Despite your incredible power, you do not boast. When you cast a sorcerer spell using a spell slot of 8th level or lower that requires a saving throw, and all creatures targeted succeed that saving throw, you can choose to recover the spell slot. When you do, all of your seals immediately close, returning your harmony points to 0. |
When you gain the Font of Magic feature at 2nd level, you also gain harmony points equal to the number of sorcery points you spend, and lose harmony points equal to the number of sorcery points you regain.
Harmonious Action
Starting at 6th level, your harmony with your guest allows you to work effectively with others. You can take the Help action at a range of 30 feet.
Delightful Grace
At 14th level, the power of your savior frees you from the constraints of cruelty and harm. You are permanently under the effects of the freedom of movement spell.
Cleansing Light
At 18th level, creatures that target you with attacks are immediately blinded until the start of your next turn, prior to rolling to hit. In addition, when you cast a spell that causes a creature to regain hit points, you can cause that creature to no longer be stunned, frightened, or charmed.
Warlock
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You may choose one of the following options in addition to those offered in published sources.
Pact of the Scepter
Upon completing a long rest, you can summon a pact scepter in your empty hand. This scepter counts as an arcane focus, and it lasts until you summon a new one. When you summon the scepter, you also choose two spells on the warlock spell list of a level you have warlock spell slots for, and imbue them into the scepter. While you hold the scepter, you can cast each of the imbued spells using your warlock spell slots. After you cast a spell from the scepter, the spell's magic leaves the scepter, and is therefore no longer imbued into it. You can summon a new scepter every long rest, and can imbue the same spells or different ones each time you do so.
Created by Jonoman3000 on reddit.
Pact of the Shield
You can use your action to create a pact shield in your empty hand. You can choose the form that this shield takes each time you create it. You are proficient with it while you wield it.
Your pact shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the shield (no action required), or if you die.
You can transform one magic shield into your pact shield by performing a special ritual while you hold the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can't affect an artifact or a sentient shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.
Created by DuctTapeWolf on reddit.
Pact of the Talisman
Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
From Unearthed Arcana.
Otherworldly Patron
At 1st level, a warlock gains the Otherworldly Patron feature. The following options are available to a warlock, in addition to those offered in published sources.
The Elder Sphinx
You have made a pact with an ancient sphinx born in a bygone age, a being made manifest through the power of devout prayer or the direct intervention of the gods. Such beings are tasked with guarding the secrets and treasures of the gods, and revealing those secrets to those that pass their trials and show their worth. One such treasure that a sphinx can impart is the power of magic. Through your completion of a Sphinx's trial, you have gained access to powerful magic that augments your mind and body.
The Elder Sphinx Features
| Warlock Level | Feature |
|---|---|
| 1st | Expanded Spell List, Alternate Spellcasting Ability, Loremaster |
| 6th | Sphinx's Displacement |
| 10th | Inscrutable Mind |
| 14th | Roar of the Sphinx |
Created by Jonoman3000 on reddit.
Expanded Spell List
The Elder Sphinx lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Elder Sphinx Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | detect good and evil, detect magic |
| 2nd | lesser restoration, zone of truth |
| 3rd | clairvoyance, create food and water |
| 4th | divination, freedom of movement |
| 5th | greater restoration, legend lore |
Alternate Spellcasting Ability
When you choose this patron at 1st level, you can choose to use Intelligence rather than Charisma as your warlock spellcasting ability. If you choose to do so, Eldritch Invocations you take also use Intelligence rather than Charisma when applicable. This choice is permanent.
Loremaster
At 1st level, you gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.
Also, you can call upon your patron to grant you knowledge about a creature you designate. As a bonus action, choose one creature you can see within 30 feet of you. For 1 minute, you are granted foreknowledge about that creature's intentions, allowing you to better engage it both socially and in combat. This effect ends early if the target dies, you die, or if you are incapacitated. Until the effect ends, you gain the following benefits:
- When the target hits you with an attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
- When you fail a saving throw inflicted by the target, you can use your reaction to add your proficiency bonus to that saving throw, potentially causing the saving throw to succeed.
- You can add your Intelligence modifier to the result of any Charisma check or Insight check you make when interacting with the target.
- When you use this feature on a target, you can specify some small tidbit of knowledge you wish to gain from the creature. If the target dies and is capable of providing this knowledge, you are granted it in the form of a few cryptic sentences or a riddle. This knowledge is based on what that creature knew in life, and could therefore be false if that creature was misinformed or left unanswered if the creature didn't have that knowledge.
Once you use this feature, you can't use it again until you finish a short or long rest. Beginning at 10th level, you can use this feature twice between rests, and regain all expended uses when you finish a short or long rest.
Sphinx's Displacement
Starting at 6th level, you can channel the abilities of your patron to allow you to teleport, as you briefly make mental contact with your patron. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. Your patron then grants you some of its divine foreknowledge, giving you advantage on attack rolls until the end of the turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Inscrutable Mind
At 10th level, your mind becomes as inscrutable as a sphinx's. You are immune to any effect that would sense your emotions or read your thoughts, and any Insight checks made to ascertain your intentions or sincerity have disadvantage.
Roar of the Sphinx
Starting at 14th level, you can unleash a terrifying roar that echoes around you. As an action, you can force each creature of your choice within 60 feet of you that can hear you to make a Constitution saving throw against your warlock spell save DC. On a failed save, a creature takes 6d10 thunder damage, falls prone, and is frightened of you until the end of your next turn. On a successful save, a creature takes half as much damage and suffers no other effects.
Once you use this feature, you can't use it again until you finish a long rest.
The Parasite
Your power comes from an unusual symbiotic relationship with a parasite from the Far realm. Whether you agreed to this relationship or not is irrelevant, it is here to stay. In return for using your mortal body as a tool, it grants you terrifying power. It wants to protect you for its own survival, and empower you so it can feed.
The Parasite Features
| Warlock Level | Feature |
|---|---|
| 1st | Expanded Spell List, Feeding Time, Force of Hunger |
| 6th | Protect the Host, Share the Hunger |
| 10th | Horrifying Scream |
| 14th | Living Armor, Feed on Many |
Created by DuctTapeWolf on reddit.
Expanded Spell List
The Parasite lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Parasite Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | compelled duel, shield of faith |
| 2nd | alter self, enlarge/reduce |
| 3rd | aura of vitality, slow |
| 4th | death ward, staggering smite |
| 5th | antilife shell, destructive wave |
Feeding Time
Starting at 1st level, The Parasite covers your dominant hand like an oily slime. As an action, you can make a melee spell attack with the hand, dealing 1d8 + your Charisma modifier nonmagical bludgeoning damage on a hit. If you hit a creature with this attack, you may immediately grapple them as part of that action. The DC to escape this grapple is equal to your warlock spell save DC.
While you are grappling a creature, whether due to this attack or a grapple you started normally, you can use an action to have The Parasite feed on them. They take 1d8 necrotic damage and you gain temporary hit points equal to half the damage dealt, which lasts for 1 minute.
The base damage of both the melee spell attack and The Parasite feeding increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th. When you reach 6th level, the bludgeoning damage is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Force of Hunger
Also at 1st level, The Parasite has begun the process of integrating into your fleshy body. You gain proficiency in Athletics. Whenever you act according to The Parasite's wishes, it warms to your touch. Whenever you act against its wishes, it cools. The Parasite always wishes to feed.
Protect the Host
Starting at 6th level, The Parasite has engulfed your entire arm and it can lash out to protect you from harm. As a reaction which you take when you are hit by an attack, you gain a bonus to AC equal to your Charisma modifier until the start of your next turn, including against the triggering attack.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain expended uses after a long rest.
Horrifying Scream
Beginning at 10th level, The Parasite has spread to cover your upper chest and throat. As an action, you can call on your modified vocal cords to release an alien scream, forcing each creature of your choice within 60 feet of you to make a Wisdom saving throw against your Warlock spell save DC. On a failure, they become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. If a creature succeeds on a saving throw, whether the initial one or a later one, they are immune to your Horrifying Scream for 24 hours.
Once you use this feature, you cannot use it again until you finish a long rest.
Living Armor
Starting at 14th level, The Parasite now encompasses your entire body and has wormed its way through your flesh. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage, and may communicate telepathically with The Parasite as easily as talking.
Feast on Many
Also at 14th level, now that The Parasite's eternal hunger is perfectly understood by your mortal mind, you gain the ability to project The Parasite's oily form onto nearby creatures and sap their life force. As an action, choose any number of creatures within 20 feet of you that are no more than one size larger than you. Each target must succeed on a Dexterity saving throw against your warlock spell save DC or be grappled by you. While grappled in this way they are also blinded, as slime spreads to cover their visual organs. The escape DC is equal to your warlock spell save DC.
Once you use this action, you cannot do so again until you finish a long rest.
While you have a creature grappled in this way, you can make a special melee attack to knock it prone or pull it towards you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. Choose one creature you have grappled with Feast of Many. It must succeed on an Athletics or Acrobatics check (their choice) against your warlock spell save DC. If it fails, you either knock the creature prone or pull it 5 feet towards you.
Additionally, The Parasite learns to feed multiple creatures simultaneously. When you spend an action to allow The Parasite to feed on a grappled creature with Feeding Time, it feeds on all creatures you have grappled. You deal the necrotic damage to each creature grappled by you, and the number of temporary hit points you gain equals half the total necrotic damage dealt to all creatures.
The Saint
Your patron is a saint, one who ascended into greatness and a higher afterlife through their actions, piety, and faith. This saint serves a particular god, helping to uphold their domains, dominion, and goals, and thus watches over followers of their faith and aims to protect them.
A saint can serve and follow any god or otherworldly being, be they good, evil, or somewhere in between, and in fact may be one of many saints. However, while still serving a higher being, saints have their own powers, domains, and goals, and adhere to them as they maintain acting as one of their god's many agents in the world.
Those who make a pact with a saint might be devout followers of the god the saint serves, ready to enact their will and devote their life to serving them. Some may seek to honor and defend the saint themselves, possibly having even known them when they were mortal. Some might take up the role of an exorcist, holy warrior, or temple guardian, while others are charged with a divinely inspired task or endeavor by the gods. Others still might yearn for a more active and personal relationship with a religious figure, and might long to become a saint themselves.
The Saint Features
| Warlock Level | Feature |
|---|---|
| 1st | Acolyte's Knowledge, Benevolent Prayer |
| 6th | Protective Retribution |
| 10th | Purified Soul |
| 14th | Martyr's Sacrifice |
Created by Yorviing on reddit.
Expanded Spell List
The Saint lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spells with a level higher than 5th can only be chosen through your Mystic Arcanum feature.
Saint Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bless, sanctuary |
| 2nd | augury, prayer of healing |
| 3rd | beacon of hope, spirit guardians |
| 4th | divination, guardian of faith |
| 5th | dispel evil and good, hallow |
| 6th | forbiddance, planar ally |
| 7th | divine word, temple of the gods |
| 8th | holy aura |
Acolyte's Knowledge
Beginning at 1st level, your connection to your patron saint has granted you additional knowledge and abilities. You gain proficiency in Religion, and you can use a holy symbol as a spellcasting focus for your warlock spells.
In addition, you learn the thaumaturgy and word of radiance cantrips. These cantrips are warlock cantrips for you, and do not count against your number of cantrips known.
Benevolent Prayer
Also at 1st level, you can enter a state of active meditation wherein your patron saint blesses you with power and protection. As a bonus action, you can utter a quick prayer. For 1 minute, or until you become incapacitated or die, you gain the following benefits:
- You have advantage on saving throws against curses and effects that would remove your soul from your body.
- Whenever you deal damage with a warlock cantrip or weapon attack, you can choose to deal necrotic or radiant damage (your choice) instead of the normal damage.
- Whenever you regain hit points, you gain additional hit points equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.
Protective Retribution
Starting at 6th level, you can punish those who would harm yourself or your companions with holy or unholy energy. When a creature makes an attack roll against you or an ally within 30 feet of you, you can use your reaction to impose disadvantage on that roll. If the attack misses, the creature takes necrotic or radiant damage (your choice) equal to your warlock level as a burst of light or darkness blasts into them, and they must succeed on a Constitution saving throw against your warlock spell save DC or be blinded. The creature repeats this saving throw at the beginning of each of its turns, ending the effect on a successful save.
Once you use this feature, you can't use it again until you finish a short or long rest.
Purified Soul
At 10th level, your body becomes altered by the strength of your devotion. You become immune to disease, cannot be frightened, and gain resistance to your choice of necrotic or radiant damage. This choice is permanent.
Martyr's Sacrifice
Starting at 14th level, you can make the ultimate sacrifice. As an action, you can whisper a quick prayer to your patron saint and choose one of the following effects:
Restoration. You become enveloped in a bright light that suddenly flashes outwards. You can restore a number of hit points equal to five times your warlock level; choose any number of creatures within 30 feet of you and divide those hit points among them. Additionally, any curse, disease, or poison currently affecting a target creature immediately ends.
Punishment. You become enveloped in a shroud of light or darkness that suddenly bursts outwards. All hostile creatures within 30 feet of you must succeed on a Constitution saving throw against your warlock spell save DC or take 6d10 necrotic or radiant damage (your choice) and be cursed for 1 mintue. While cursed, the creature suffers from the effects of a bane spell. On a successful save, the creature takes half damage and isn't cursed.
Upon using either effect from this feature, you are immediately reduced to 0 hit points, though you are considered stable, and you gain one level of exhaustion.
Once you use this feature, you can't use it again until you finish a long rest.
The Spirit
You have made a pact with a being who has long been dead, their soul having manifested in the form of a spirit that has bound itself to you, using your body as a vessel for its form. While not as powerful as other beings on its own, it channels their power directly through you and grants you incredible abilities.
The spirit may have once been a humanoid from times past, such as a once powerful mage, warrior, or thief, or perhaps even a sapient beast or a giant. It has its own goals and motivations that allow it to persist within the world of the living, seeking revenge, the rise of a group of people, or the discovery of a particular object.
The Spirit Features
| Warlock Level | Feature |
|---|---|
| 1st | Gifts from the Dead, Spectral Resilience |
| 6th | To Rise in Death |
| 10th | Between Worlds |
| 14th | Spirit Form |
Created by Yorviing on reddit.
Expanded Spell List
The Spirit lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spirit Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | detect evil and good, unseen servant |
| 2nd | augury, blur |
| 3rd | speak with dead, spirit guardians |
| 4th | divination, guardian of faith |
| 5th | anti-life shell, raise dead |
Gifts from the Dead
At 1st level, you have been granted additional knowledge from your patron. You gain proficiency in any one skill of your choice.
Additionally, you gain certain benefits based on the nature of your spirit patron. Choose one of the following:
Beast Spirit. Your patron is the spirit of a sapient beast. You gain a climbing speed and swimming speed equal to your walking speed, and you have advantage on Perception checks.
Mage Spirit. Your patron is the spirit of a once powerful spellcaster. You gain one additional warlock spell slot that once expended, can only be regained when you finish a long rest.
Scoundrel Spirit. Your patron is the spirit of an infamous roguish individual. You gain proficiency in thieves tools, and you can take the Dash and Disengage actions as a bonus action.
Warrior Spirit. Your patron is the spirit of a great warrior. You gain proficiency in medium armor, martial weapons, and shields.
Spectral Resilience
Beginning at 1st level, you have adopted special capabilities from the spirit bound to you. You cannot be surprised, and you are immune to spells or effects that would cause you to be possessed or remove your soul. You also learn the thaumaturgy cantrip, which does not count against the total number of cantrips you know.
To Rise in Death
Starting at 6th level, you have further acclimated to being a host for a spirit. You gain resistance to necrotic damage.
Additionally, your patron can take over in the event you should fall. When you would be reduced to 0 hit points but not killed outright, you can immediately gain a number of temporary hit points equal to your warlock level + your Charisma modifier, which fade at the end of your next turn or when you regain any hit points. While you have any of these temporary hit points, you are considered stable and you don't fall unconscious as a result of being at 0 hit points.
Once you use this feature, you can't use it again until you take a short or long rest.
Between Worlds
At 10th level, your patron spirit now enables you to see things that normally go unseen. You are always under the effects of the see invisibility spell.
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.
Spirit Form
Starting at 14th level, you and your patron can fully merge into a single ethereal force. As a bonus action, you transform into a spectral being for 1 minute, or until you end the transformation (no action required). While transformed in this way, you can choose to increase your size to Large, you have resistance to all damage except force and psychic damage, and whenever you deal damage with an attack you deal additional necrotic damage equal to your Charisma modifier.
Also, for the duration, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object you take 5 force damage. If you are occupying the same space as a creature or object when this effect ends, you are immediately shunted to the nearest unoccupied space, taking 5 force damage for each 5 feet that you move.
Once you use this feature, you can't use it again until you take a long rest.
Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. The following new options are available to choose from.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your warlock level.
Always Vigilant
Prerequisites: 6th level, The Parasite patron
The Parasite senses the presence of creatures in a 15-foot radius around you. You know which spaces have hidden or invisible creatures, and The Parasite will automatically wake you up if it senses danger while you sleep.
Created by DuctTapeWolf on reddit.
Aspect of Jubilex
Prerequisite: The Fiend patron
Any spell you cast from your Expanded Spell List that deals fire damage now deals acid damage instead. It melts wood and other organic material in the spell's area instead of burning it.
Additionally, your body takes on an amorphous quality. You can move through the space of any creature larger than you. If you already have a similar ability from another source, such as the halfling's Nimble trait, you can move through the space of any creature of your size as well.
Created by Your_Majesty69 on reddit.
Aura of the Ghost
Prerequisite: 5th level
As a bonus action, you can emit a ghostly pale and magical aura that looks like spectral flames or mist, within which are moving spirits. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until your incapacitated or you dismiss it as a bonus action.
You have a flying speed equal to your walking speed and can hover. This flying speed doesn't allow you to move more than 5 feet off the ground. If you fall from a greater height and would take fall damage, you instead take no damage as the spirits within the aura protect you, after which this effect automatically ends. Additionally, any other creature that starts its turn in the aura takes necrotic damage equal to your Charisma modifier (minimum of 1).
Once you use this invocation, you can't use it again until you finish a short or long rest.
Be as One
Prerequisites: 5th level, Pact of the Chain feature
The unique bond between you and your familiar deepens, and your familiar becomes an extension of your being.
If your familiar would take damage, you can use your reaction to grant your familiar resistance to all damage until the start of their next turn. When they take damage during this duration, you take an equal amount of psychic damage.
In addition, you can use a bonus action to instantly swap positions with your familiar while they are within 120 feet of you. You both teleport, appearing in each other's spaces. Once you swap positions this way, you can't do so again until you finish a long rest.
Created by Santerpipe on reddit.
Bells of the Afterlife
Prerequisite: toll the dead cantrip
When you cast toll the dead, its range increases to 120 feet and you can target two targets, provided that both targets are in range and are within 10 feet of each other.
Blur of Swords
Prerequisite: sword burst cantrip
When you cast sword burst, you don't provoke opportunity attacks from creatures within range for the rest of your turn, regardless if those creatures succeeded on their saving throws or not.
Created by Lucritius12 on reddit.
Bond of the Talisman
Prerequisites: 12th level, Pact of the Talisman feature
While someone else is wearing your talisman, you can use your action to teleport to the nearest unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you.
From Unearthed Arcana.
Book of Omniscience
Prerequisite: Pack of the Tome feature
You can add half your proficiency bonus to any Intelligence check you make that doesn't already include your proficiency bonus.
In addition, choose one of the following skills: Arcana, History, Nature, or Religion. Your patron's knowledge of the subject magically fills the pages of your Book of Shadows. You gain proficiency in the chosen skill, and if you spend at least 1 minute reading your book before making an ability check using that skill, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
When you finish a long rest, you can entreat your patron to bestow their knowledge on a different subject, changing your skill choice to a different one from the list.
Created by TheArenaGuy on reddit.
Bond of the Chain Master
Prerequisite: Pact of the Chain feature
Whenever you cast a warlock spell that targets you or has a range of self, you can have the spell also target your familiar if it is within 120 feet of you.
Additionally, you can cast warding bond once on your familiar without expending a spell slot. You regain the ability to do so when you finish a long rest.
Created by Jonoman3000 on reddit.
Bound Combatant
Prerequisites: 5th level, Pact of the Chain feature, eldritch blast cantrip
When you cast eldritch blast, you can have the cantrip create one less beam to allow your familiar to make an attack using its reaction. Also, your familiar adds your proficiency bonus to its attack rolls, AC, and saving throws.
Created by Jonoman3000 on reddit.
Burst of Frost
Prerequisite: frostbite cantrip
When you cast frostbite you can target two creatures within range, as long as they are within 10 feet of each other.
Created by Lucritius12 on reddit.
Cerebral Codex
Prerequisite: Pact of the Tome feature
You can cast the illusory script spell at will, without expending a spell slot and requiring no components, but only targeting your Book of Shadows. When you cast it in this way, you need not write the words with ink, as they magically appear on the pages of your grimoire as you think them. If you remove the page from your grimoire, the spell's duration is halved, but the writing and illusion are otherwise unaffected.
Created by TheArenaGuy on reddit.
Chain Master's Fury
Prerequisites: 9th level, Pact of the Chain feature
As a bonus action, you can command your familiar to make one attack.
From Unearthed Arcana.
Chilling Cold
Prerequisite: frostbite cantrip
When a creature succeeds its saving throw against your frostbite cantrip, the creature takes half the cantrip's damage and suffers no additional effects. Additionally, when a creature fails its saving throw, it cannot use the Disengage action until the end of its next turn.
Created by Lucritius12 on reddit.
Cloud of Poison
Prerequisite: poison spray cantrip
When you cast poison spray, you can target two creatures within range, as long as they are within 10 feet of each other.
Created by Lucritius12 on reddit.
Corpse Puppet
Prerequisites: 5th level, chill touch cantrip
If a beast or humanoid of Medium or Small size dies while the spectral hand from your chill touch cantrip clings to them, you can use your reaction to animate their corpse, causing it to stand up immediately as a zombie with 1 hit point. It remains animate for 1 hour, after which it collapses and dies.
In combat, the zombie's takes its turn immediately after yours, and it obeys your mental commands. You can only raise a maximum of one zombie at once in this way, plus a number of additional zombies at higher levels: two zombies at 11th level, and three zombies at 17th level.
Created by Lucritius12 on reddit.
Directing Swarm
Prerequisite: infestation cantrip
Whenever a creature fails its saving throw against your infestation cantrip, instead of moving randomly you can force the creature to move up to half its speed in a direction you designate. You do not dictate exactly where the creature moves, just what cardinal direction it must move in. This movement does not provoke opportunity attacks.
Created by Lucritius12 on reddit.
Eldritch Armor
Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn't being worn or carried and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed.
From Unearthed Arcana.
Eldritch Mind
Prerequisite: Pact of the Tome feature
You have advantage on Constitution saving throws made to maintain your concentration on a spell.
From Unearthed Arcana.
Electric Disarm
Prerequisite: lightning lure cantrip
When a creature fails its saving throw against your lightning lure cantrip, you can choose to deal the cantrip's lightning damage immediately and force the target to drop one item of your choice it is holding. You can then pull the item into your space where you can catch it if you have a free hand. Otherwise, it drops at your feet.
Created by Lucritius12 on reddit.
Elemental Mischief
Prerequisite: 7th level
You can cast conjure minor elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Enfeebling Poison
Prerequisite: poison spray cantrip
Whenever a creature fails its save against your poison spray, it becomes poisoned until the end of your next turn.
Created by Lucritius12 on reddit.
Essence Drain
Prerequisite: chill touch cantrip
When you deal damage to a creature with chill touch, you gain temporary hit points equal to half the amount of necrotic damage you dealt.
Created by Lucritius12 on reddit.
Far Scribe
Prerequisites: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching the name on it.
From Unearthed Arcana.
Flame of Retribution
Prerequisite: 15th level
You can cast hellish rebuke at will as a 1st level spell, without expending a spell slot.
Forceful Throws
Prerequisite: magic stone cantrip
Whenever a magic stone created by your magic stone cantrip misses its target, the stone keeps flying in a straight line up to its maximum range before falling to the ground. If another creature is in the stone's path, you can make an additional attack roll against them. On a success, the creature takes damage from the attack and the stone stops moving.
Created by Lucritius12 on reddit.
Frostfire of Levistus
Prerequisites: eldritch blast cantrip, The Fiend patron
Any spell you cast from your Expanded Spell List that deals fire damage now deals cold damage instead. Targets of these spells and its areas of effect surge with a freezing blue flame. Flammable objects still combust, spreading blue flames as if it were regular fire.
Additionally, when you hit at least one creature with your eldritch blast cantrip, you can cause one hit creature to have disadvantage on the next weapon attack roll it makes before the start of its next turn. You can use this ability once and regain its use after you finish a long rest.
Created by Your_Majesty69 on reddit.
Gaze of the Witch
You can cast detect evil and good once without expending a spell slot. You regain the ability to do so when you finish a short or long rest.
Created by Jonoman3000 on reddit.
Ghost Step
Prerequisite: 5th level
You can cast blink once using a warlock spell slot. You can't do so again until you finish a long rest.
Gift of Orcus
Prerequisites: 5th level, The Fiend patron
You can cast animate dead once using a warlock spell slot, as long as you use it to animate new undead. In addition, you may cast animate dead once without using a warlock spell slot, as long as you use it to maintain control of undead you created with this invocation. You regain the ability to cast both spells after you finish a long rest.
Created by Your_Majesty69 on reddit.
Gift of the Protectors
Prerequisites: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching the name on it.
From Unearthed Arcana.
Gift of the Undying Warden
Prerequisite: 15th level
You are always under the effects of a protection from evil and good spell.
Created by Jonoman3000 on reddit.
Gliding Shield
Prerequisite: Pact of the Shield feature
You may use your reaction when you fall to expand your shield into a glider. You, and one creature of your choice that is your size or smaller that holds onto you, gain the effects of the feather fall spell, and you may move up to 3 feet horizontally for every 1 foot you float downwards.
Created by DuctTapeWolf on reddit.
Grasp of the Grave
Prerequisite: toll the dead cantrip
An undead creature that fails its saving throw against your toll the dead cantrip is frightened of you until the end of your next turn.
Created by Lucritius12 on reddit.
Grasping Arm
Prerequisite: The Parasite patron
As a bonus action, you extend The Parasite up to 30 feet in order to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents of a vial. You must be able to see the object, it must not be worn or carried by another creature, and it cannot weigh more than a number of pounds equal to your Charisma score (minimum of 10 pounds).
Created by DuctTapeWolf on reddit.
Hail of Stones
Prerequisite: magic stone cantrip
When casting magic stone, you can immediately throw or hurl one of the created stones as part of the same bonus action used to cast the spell. On subsequent turns, you can use a bonus action to throw or hurl another stone. Additionally, you can now imbue up to 6 rocks with a single casting of this spell.
Created by Lucritius12 on reddit.
Hookshot
Prerequisites: 6th level, The Parasite patron
Once during your turn as part of your movement, you may extend The Parasite up to 30 feet to anchor it to a surface, such as a floor, wall, ceiling, or similar unmoving terrain feature. You then fly up to 30 feet in a straight line towards the anchor, using your movement speed as you travel. At the end of this flight or when you run out of movement speed, you fall if you are still aloft, unless you can stop the fall.
Created by DuctTapeWolf on reddit.
Hungering Grasp
Prerequisites: 5th level, The Parasite patron
When you hit a creature with the melee spell attack from your Feeding Time feature, you may immediately have The Parasite feed on them as part of the same action. If you have the Feast on Many feature, The Parasite feeds on all creatures grappled by you instead of just the creature you hit.
Created by DiceGolem.
Hungry Swarm
Prerequisite: infestation cantrip
Each time a creature fails a saving throw against your infestation cantrip, they take an additional 1d6 piercing damage. The damage increases by one die when you reach 5th level (2d6), 11th level (3d6) , and 17th level (4d6).
Created by Lucritius12 on reddit.
Improved Pact Shield
Prerequisite: Pact of the Shield feature
You can use any shield you summon with your Pact of the Shield feature as a spellcasting focus for your warlock spells.
In addition, the sheild gains a +1 bonus to its AC, unless it is a magic shield that already has a bonus to AC.
Created by DiceGolem.
Investment of the Chain Master
Prerequisite: Pact of the Chain feature
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- The familiar no longer needs to breathe.
- The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
From Unearthed Arcana.
King's Sovereignty
Prerequisites: 18th level, Pact of the Scepter feature
You can cast dominate person at will, without expending a spell slot. You must finish a long rest before you can use this invocation on the same creature again.
Created by Jonoman3000 on reddit.
Lordly Scepter
Prerequisites: 9th level, Pact of the Scepter feature
You can cast command at will, without expending a spell slot.
Created by Jonoman3000 on reddit.
Marked for Death
Prerequisite: toll the dead cantrip
If a creature fails its saving throw against your toll the dead cantrip, the creature becomes marked for death. The next time the creature takes damage before the end of your next turn, they take an additional 1d6 necrotic damage. This damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Created by Lucritius12 on reddit.
Master of Dusk and Dawn
Prerequisites: 5th level; a spell that creates an area of bright light or darkness, such as the daylight or darkness spell
When you cast a spell that creates an area of bright light or darkness, you can double the radius of the area of effect of that spell.
Minds of Demogorgon
Prerequisite: The Fiend patron
You can choose to give yourself advantage on a Intelligence, Wisdom, or Charisma saving throw once. You must choose to use this invocation before you roll. You regain the ability to do so after you finish a long rest.
Created by Your_Majesty69 on reddit.
No Escape
Prerequisite: The Parasite patron
When you make a contested ability check to grapple a creature, prevent a creature from escaping your grapple, or shove a creature to knock it prone, you may use your Charisma modifier instead of your Strength modifier for that check.
Created by DuctTapeWolf on reddit.
Note: This does not apply to grapples with your Feeding Time or Feast on Many features, as they are not contested ability checks.
Persistent Swarm
Prerequisite: infestation cantrip
The duration of your infestation cantrip changes to Concentration, up to 1 minute. If the target fails its saving throw against your infestation cantrip, the swarm clings to it. On each subsequent turn, you can use your action to cause the target to be affected by the cantrip again as if it had failed its saving throw. The spell ends if you 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.
Created by Lucritius12 on reddit.
Protection of the Talisman
Prerequisite: 9th level, Pact of the Talisman feature
When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add 1d4 to the roll.
From Unearthed Arcana.
Reaching Hunger
Prerequisites: 5th level, The Parasite patron
Your reach with Feeding Time increases by 5 feet. If you have the Feast on Many feature, its can target creatures within 30 feet of you.
Created by DuctTapeWolf on reddit.
Rebuke of the Talisman
Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman’s wearer.
From Unearthed Arcana.
Relentless Defender
Prerequisites: 7th level, Pact of the Shield feature
As a reaction you can take when a creature within 30 feet of you is targeted by an attack, you briefly teleport your pact shield to interpose it between the creature and its attacker. The creature gains a bonus to AC equal to the AC bonus of your pact shield.
Created by DuctTapeWolf on reddit.
Scepter of Arcane Might
Prerequisite: Pact of the Scepter feature
You can now summon a new scepter every short or long rest, allowing you to cast spells from the scepter more often.
Also, the scepter gives you an alternative way to cast spells at a higher level. Whenever you would cast a spell using a warlock spell slot of a higher level than the spell, you can choose to gain 5 temporary hit points for each slot level above the spell's base level. This is decreased to 3 temporary hit points per level if the spell has a casting time of 1 bonus action or 1 reaction. These temporary hit points last for up to 1 hour. If the spell already benefits from being cast at a higher level, you can choose to gain the temporary hit points, gain the spell's regular benefits, or gain a combination of the two choices.
For example, if you are a 9th level warlock and cast shatter using one of your 5th level warlock spell slots, you can choose to gain 15 temporary hit points and have the spell deal 3d8 damage. You can also choose to gain no temporary hit points and have the spell deal 6d8 damage, or gain 5 or 10 temporary hit points and have the spell deal 5d8 or 4d8 damage, respectively.
Created by Jonoman3000 on reddit.
Secrets of the Conspirator
Prerequisite: Pact of the Tome feature
Your patron bestows upon you the arcane secrets of one of its allies. Choose an Otherworldly Patron option available to warlocks. You gain that patron's Expanded Spell List feature if it is a patron other than your own.
In addition, you immediately learn one spell of your choice from the chosen patron's Expanded Spell List that is of a level no higher than your warlock spell slot level. The spell doesn't count against your number of warlock spells known. If you later replace this spell, you must replace it with a spell from the same Expanded Spell List.
Created by TheArenaGuy on reddit.
Spores of Zuggtmoy
Prerequisites: 5th level, The Fiend patron
Whenever you cast a spell from your Expanded Spell List that affects an area, it leaves behind a cloud of magical spores in the area that last until the beginning of your next turn. Any creature that starts its turn in an area with spores must make a Constitution saving throw against your warlock spell save DC, or take poison damage equal to your warlock level.
Created by Your_Majesty69 on reddit.
Sticky Body
Prerequisite: The Parasite patron
You gain a climbing speed equal to your walking speed.
Created by DuctTapeWolf on reddit.
Sunblade
Prerequisites: 9th level, Pact of the Blade feature
When you conjure your pact weapon, you can choose to imbue it with radiant energy. The weapon's damage type becomes radiant, and once per turn when you hit a creature with the weapon, that creature begins to glow until the start of your next turn or until it is hit by another attack. The glowing creature gives off dim light out to a 10-foot radius, and attacks made against the creature are made with advantage.
Created by Jonoman3000 on reddit.
Superior Pact Weapon
Prerequisites: 9th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
From Unearthed Arcana.
Tome of the Anima
Prerequisites: 7th level, Pact of the Tome feature
Your book of shadows becomes a sentient object with an Intelligence score of 15 + your proficiency bonus, a Wisdom score of 12 + your Proficiency bonus, and a Charisma score of 14 + your Proficiency bonus. Also, it is imbued with some of the knowledge of your patron, and shares their alignment. It is also proficient in two skills from the following list: Arcana, History, Insight, Investigation, Nature, Perception, and Religion. While it is capable of seeing and hearing its surroundings, it is not capable of speech nor moving on its own. It communicates by writing within the book's pages, and through its writing it can make or help with mental ability checks.
For example, the book could make an Intelligence (History) check to recall lore, and then write down whatever it recalls.
Created by Jonoman3000 on reddit.
Toppling Lightning
Prerequisite: lightning lure cantrip
If a creature fails its saving throw against your lightning lure cantrip, you have advantage on attack rolls against them and the creature cannot take reactions until the end of your next turn.
Created by Lucritius12 on reddit.
Ultimate Pact Weapon
Prerequisites: 15th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
From Unearthed Arcana.
Unnatural Life
Your body acquires the constitution of the undead. You do not need to eat, drink, or breathe, but you can ingest food and drink if you wish, and you don't suffer levels of exhaustion from starvation or dehydration.
Additionally, you can cast protection from poison once without expending a spell slot. You do so again until you finish a long rest.
Walled Off
Prerequisites: 9th level, Pact of the Shield feature
You can cast wall of force once using a warlock spell slot. You can't do so again until you finish a long rest.
Created by DuctTapeWolf on reddit.
Weapon of the Spirits
Prerequisite: 5th level
You can cast spiritual weapon once using a warlock spell slot. You can't do so again until you finish a long rest.
You Shall Not Pass
Prerequisites: 17th level, Pact of the Shield feature
You can cast prismatic wall once without expending a spell slot. You can't do so again until you finish a long rest.
Created by DuctTapeWolf on reddit.
Wizard
Arcane Tradition
At 2nd level, a wizard gains the Arcane Tradition feature. The following options are available to a wizard, in addition to those offered in published sources.
Hedge Magic
While almost all wizards study in formal schools, or under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare wizards who hone their craft out in the wilds are referred to as hedge wizards.
As a hedge wizard, rather then pursue the great heights of arcane magic, you focus on mastering the fundamentals; basic cantrips and low level spells. Though their methods are frowned upon by formal wizard schools, any archmage worthy of his station will reluctantly recognize that hedge wizards are the true masters of low level magic.
Hedge Magic Features
| Wizard Level | Feature |
|---|---|
| 2nd | Cantrip Savant, Self-Taught |
| 6th | On the Fly |
| 10th | Hardy Magic |
| 14th | Arcane Conservation |
Created by LaserLlama on reddit.
Cantrip Savant
Beginning at 2nd level when you adopt this tradition, you learn some fundamental magic not usually associated with wizards. Choose a cantrip from any class’s spell list. You learn that cantrip and it doesn’t count against your number of cantrips known. If it doesn't appear on the wizard spell list, it is nonetheless a wizard spell for you. You gain an additional cantrip from this feature at 6th, 10th, and 14th level.
Self-Taught
While formally trained wizards have spent their time mastering one school of magic, you have gained a passing familiarity with all types of magic. Starting at 2nd level, the time you must spend to copy any spell into your Spellbook is halved, and the cost is reduced by 50 gold.
On the Fly
At 6th level, your skill with basic magic is second to none. As an action, you can cast a spell from your spellbook of 2nd level or lower that you did not prepare. This ability increases to include 3rd level spells at 10th level, 4th level spells at 14th level, and finally 5th level spells at 18th level.
You may use this ability a number of times equal to your Intelligence modifier. You regain all uses when you finish a long rest.
Hardy Magic
By 10th level, your time spent learning on the road, rather than in a traditional school, has made you hardier than most wizards. When you are forced to make a Constitution saving throw to maintain concentration on a spell, you may add your Intelligence modifier to the roll.
Arcane Conservation
Starting at 14th level, when you cast a spell of 4th level or lower you regain one expended spell slot if the spell's attack misses all targets, all targets of the spell succeed on their saving throws, or it fails for a specific reason detailed in the spell (such as dream). The slot you regain must be of a level lower than the spell slot used to cast the initial spell. This ability applies to all spells of 4th level or lower, even if they are cast using a higher level spell slot.
At 18th level, this ability can be used with any spell of 5th level or lower.
Saboteur
For as long as mages have existed, there has been competition amongst them. Mages of great power often boast an arrogance that intends to infuriate their competitors. Some wizards, perhaps not quite as arcanely talented as the greats, may resort to other methods to knock the arrogant down a peg.
Saboteur wizards use their knowledge of spell crafting to thwart the practices of other spellcasters. These wizards are often employed on the battlefield in parallel with a War Mage, making sure their adversaries can't get the upper hand. The talents of a saboteur might also develop while in school, as some students might resort to sneaking into their rival's rooms to sabotage their chances at high marks. Regardless of their origin or employment, there are many uses for a well placed Saboteur.
Saboteur Features
| Wizard Level | Feature |
|---|---|
| 2nd | Alternative Talents, Arcane Sabotage |
| 6th | Infiltrator |
| 10th | Unseen Threat |
| 14th | Reversal |
Alternative Talents
Starting when you select this Arcane Tradition at 2nd level, the necessity to sneak into another wizard's tower or into your rival's bedchambers has taught you how to stay to the shadows and work quickly. You gain proficiency in Stealth and Sleight of Hand.
Additionally, when you cast a spell while hidden, you can either add your Intelligence modifier to the damage roll of a spell attack or force one target of the spell to suffer disadvantage on their saving throw against it.
Arcane Sabotage
Also at 2nd level, winning a competition means stopping your competitors from competing at all. As a bonus action, you can begin to concentrate on a creature you can see within 60 feet of you, as if you were concentrating on a spell, for up to 1 minute. If the target casts a spell while you are concentrating on them, roll a d20. If you roll a 19 or 20, the spell backfires; the spell fails, the action and spell slot is expended, and the target takes 2d10 force damage.
As you gain levels in this class, the chance of causing a spell to backfire increases. At 6th level the spell also backfires on a roll of 18 on the d20, at 10th level on a roll of 17, at 14th level on a roll of 16, and at 18th level on a roll of 15.
Additionally, you learn to subtly sabotage another wizard's spellbook. You can take 10 minutes to sabotage one spell in a spellbook, guaranteeing that each time the spell is cast it backfires as described above. The wizard will not know something is wrong with the spell you altered until after they attempt to cast it. Once the spell is cast and backfires, the alterations can be discovered and undone during a short rest.
You can also alter a spell scroll in the same way, provided the spell is on the wizard's spell list.
Infiltrator
At 6th level, you add the knock and invisibility spells to your spellbook.
If you are touching the target of your knock spell, you can cast it without expending a spell slot. When cast in this way, the spell requires no verbal components and the spell is inaudible. You can use this ability a number of times equal to your Intelligence modifier, and you regain expended uses after a long rest.
You also become capable of casting invisibility on yourself as a reaction to being targeted by an attack or failing a Stealth check to hide.
Unseen Threat
Your enemies fear the origin of attacks and spells that they cannot see. You add greater invisibility to your spellbook. When you cast greater invisibility on yourself it lasts up to 10 minutes instead of 1 minute, and you can ignore any verbal components of spells you cast.
Reversal
If a spell originates from a point you can see, and targets you, or a creature or point within 60 feet of you, you can choose to redirect the effect. Using your reaction, you change the target of the spell from one point or creature to another within 60 feet of you.
You can do this a number of times equal to half your Intelligence modifier, and you regain expended uses after a long rest.
School of Chronomancy
Time is considered by many well read wizards to be a ninth school of magic. As a Chronomancer, you've dedicated your life to studying how the forces of time and arcane magic are woven together. If you outwardly announce your focus on this area of magic you may bring unintended consequences down on yourself in the form of magical inquisitors. Practice carefully, for even the smallest mistake could have lasting consequences beyond your wildest dreams.
School of Chronomancy Features
| Wizard Level | Feature |
|---|---|
| 2nd | Chronomancy Savant, Visions of the Past |
| 6th | Arcane Foresight |
| 10th | Paradoxical Spellcasting |
| 14th | The Supreme Moment |
Created by LaserLlama on reddit.
Chronomancy Savant
Beginning at 2nd level, the gold and time you must spend to copy any chronomancy spell into your spellbook is halved, and the time to copy any other spell into your spellbook is halved.
Chronomancy Spells
The following spells are considered chronomancy spells.
| Spell Level | Spell |
|---|---|
| 1st | expeditious retreat, feather fall, longstrider |
| 2nd | blur, gentle repose, hold person |
| 3rd | catnap, encore, haste, mirror weapon, slow |
| 4th | blight, otiluke's resilient sphere |
| 5th | hold monster, modify memory, reverse projectiles |
| 6th | contingency, disintegrate |
| 7th | delayed blast fireball, sequester |
| 8th | maze, power word stun |
| 9th | amnesia, foresight, time stop |
Visions of the Past
When you select this school at 2nd level, you gain the ability to see slight echoes of past events in the present. You gain proficiency in History, and your proficiency bonus is doubled for any History check.
Additionally, you can briefly extend your awareness into the past. As a reaction, which you can take before you make a History check, ethereal echoes of past events in your location flash before your vision. If the History check is regarding events that happened at your location, such as a battlefield, castle keep, dungeon, or other large area you currently occupy, you gain a bonus to the History check equal to half your wizard level.
Arcane Foresight
Starting at 6th level, you begin to process time differently then other creatures. You add your Intelligence modifier to initiative checks.
Additionally, at the beginning of combat after you have rolled initiative, you can use your reaction to switch your initiative with another creature within 120 feet of you. An unwilling creature must succeed on a Charisma saving throw against your spell save DC or have their initiative switched with you.
Paradoxical Spellcasting
At 10th level, your ability to manipulate the flow of time allows you to borrow spell slots from your future self. Before you cast a wizard spell of up to 5th level you have prepared, you can choose for it to be a paradoxical spell. You cast the paradoxical spell without expending a spell slot now, but must choose which spell slot level to use in the future to cast it. This determines any increased effects of the paradoxical spell, as if it were cast using a spell slot of that level, and it must be of a level you currently have access to, even if all your slots of that level are already expended.
Your future self pays for your paradoxical spell, and then some. After you have regained spell slots at the end of your next long rest, you immediately expend a spell slot of the level you chose for the paradoxical spell and you gain one level of exhaustion.
Once you cast a paradoxical spell, you cannot do so again until you finish a long rest.
The Supreme Moment
When you reach 14th level in this class, you gain a mastery of time that rivals the greatest archmages, allowing you to briefly step outside of time into Kairos, the supreme moment. If you are not surprised at the start of combat, you can take one additional turn before any other creature acts. Your speed is 0 and you cannot benefit from increases to your speed during this additional turn.
Once you use this ability you cannot use it again until you complete a long rest.
Soul Sage
You focus your studies on magic that comes from the soul, bringing forth abilities that revolves around drawing out the strength of souls to aid you and to speak with the souls of the departed. A rare tradition to see practiced, most soul sages are often mistaken for necromancers, but that is far from the truth; soul sages rarely focus on bringing a body back to life, but instead choose to speak with souls and spirits, and are often found as shamans, spiritual counselors, or are simply seekers of understanding the afterlife or immortality.
Soul Sage Features
| Wizard Level | Feature |
|---|---|
| 2nd | Spectral Familiarity, Soul Siphon |
| 6th | Séance |
| 10th | Ethereal Attunement |
| 14th | Harvester of Souls |
Created by Yorviing on reddit.
Spectral Familiarity
Starting at 2nd level, the time you have spent with the souls of the departed and other spirits has increased both your familiarity to their presence and your ability to communicate with them. You gain proficiency in Religion, and whenever you make a Charisma check when interacting with undead your proficiency bonus is doubled if it applies to the check. You also have advantage on saving throws against being charmed or frightened by undead.
Additionally, when you cast the find familiar spell, you can choose to have your familiar be considered an undead, and your familiar can appear to have a spectral or ghostly appearance.
Soul Siphon
Beginning at 2nd level, you have learned how to drain energy from the deceased to rejuvenate you and your allies. You have a pool of soul energy that replenishes whenever you acquire souls, and resets to 0 when you finish a long rest. It can hold an amount of soul energy equal to twice your wizard level.
Whenever you or an ally within 60 feet of you reduces a creature to 0 hit points and kills it, you can use your reaction to absorb energy from the released soul of the creature, adding an amount of energy to the pool equal to your wizard level. As a bonus action, you can expend an amount of energy up to the maximum amount remaining in the pool to restore an equal amount of hit points to you or an ally that you touch.
This feature has no effect on constructs or creatures that lack a soul.
Séance
By 6th level, you have learned how to better consult with the souls of the departed. You add the speak with dead spell to your spellbook, it is considered a wizard spell for you, and you can cast it as a ritual. When you cast speak with dead, any corpse you speak with views you as an ally, and tries to offer truthful answers to you, through the corpse will consider you and your allies hostile if either you or one of your allies was the one who killed it.
Ethereal Attunement
At 10th level, the time you have spent with spirits and souls has changed your body. You have resistance to necrotic damage, and you can see out into the Ethereal Plane within 30 feet of you.
Additionally, your time spent with those beyond the grave has made you become accustomed to their presence. You cannot be surprised by undead.
Harvester of Souls
At 14th level, you have mastered the study of souls. You add the soul cage spell to your spellbook. When you cast soul cage, you can capture the soul of a celestial, dragon, fey, fiend, or giant in addition to a humanoid, and you can use the trapped soul an additional number of times equal to your Intelligence modifier.
In addition, your soul has strengthened. You have advantage on saving throws against spell that would remove or imprison your soul.