Playing the game
Beyond 1st level
When your class has a d6 hit die and you roll a 1 to increase your maximum hit points, you can reroll the die. Similarly, if your hit die is a d8 or higher, you can reroll any 1 or 2.
Multi-classing
Gaining a level in a different class than the one your character begins with should make narrative sense and requires permission by the DM. Unless explicitly allowed, you cannot multi-class into a class whose powers are derived from the character background, like Sorcerer or Warlock.
Combat
Actions in Combat
The combat action options from the Dungeon Master's Guide, p271, are also allowed:
Climb onto a Bigger Creature
A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to the DM's discretion. The larger creature can dislodge the smaller creature as an action — knocking it off, scraping it against a wall, or grabbing and throwing it — by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
Disarm
A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
Overrun
When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.
Shove Aside
A creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
Tumble
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.
Advantage and Disadvantage
A creature cannot gain advantage on attack rolls if it can't see its target and it doesn't have an ability to sense its target without sight (like Blindsight or Tremorsense).
Cleaving through Creatures
Instead of the rules provided on page 272, use the following changes:
When a melee attack reduces a creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
If there was a creature within 5 feet of the last target when it was reduced to 0 hp, and there are no other targets within reach of the attacker, and the attacker can make more then one attack per turn, such as with the extra attack class feature, then they can replace one those attacks to move 5 feet towards the other creature and continue cleaving as long as the original attack roll can hit it.
Flanking
When a creature and at least one of its allies are adjacent to an enemy they can see and on opposite sides or corners of the enemy's space, they are flanking that enemy. While a creature is incapacitated, prone, restrained, or flanked, it is incapable of flanking. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
Creatures who are flanking gain a +2 to attack rolls against the flanked creature.
If against a medium or smaller creature, and a third ally stands on a open space next to the creature, the attack roll bonus becomes +5. For Large or larger creatures, 4 creatures need to surround it to obtain the +5 bonus.
At the DM's discretion, creatures that are not disadvantaged by multiple opponents due to their type (like Oozes) are immune to being flanked.
Hitting Cover
The optional rule from the Dungeon Master's Guide, p272, applies when hitting targets behind cover:
If an attack roll falls within a range low enough to miss the target but high enough to strike the target without the bonus provided by cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.
Ammunition
You can spend 1 minute after combat to recover every spear, javelin, dagger, or other melee weapon with the Thrown property that you used for ranged attacks in the area, except those that the DM determines to be irrecoverable.
Similarly, you can recover half of every every arrow, bolt, dart, or stone used in a ranged attack that scored a regular hit, except those that the DM determines to be irrecoverable.
Two-Weapon Fighting
When you take the Attack action and attack with a melee weapon that you're holding in one hand, you can use a bonus action to attack with a different melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of an attack with your off-hand, unless that modifier is negative. If you can make more the one attack using the attack action, such as with the Extra Attack class feature, you can use either hand to make the attack as long as both weapons are used by the end of the attack action.
To benefit from Two-Weapon Fighting, you must either:
1. be wielding two Light melee weapons.
2. be wielding one one-handed melee weapon in one hand and either a club, dagger, light hammer, or sickle in the other.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Fighting Style
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. In addition, you no longer use your bonus action for your off-hand attack, instead you may use your off-hand attack as part of the attack action once per turn.
Hunters Mark and Hex
If this Revision of Two-Weapon Fighting is used, the spells Hunter's Mark and Hex must be adjusted to only allow the extra damage to be applied once per turn.
Short Rests
Short rests only last 10 minutes instead of one hour but you can only benefit from 2 short rests per long rest.
Catnap
With this change, the Catnap spell can be used to gain a short rest that doesn't count for the number of short rests you can take.
Weapon Changes
Morningstar
The Morningstar now does 2d4 damage instead of 1d8 and does both Bludgeoning and Piercing damage.
War Pick
The War Pick now does 2d4 damage instead of 1d8.
Flail
The Flail now does 2d4 damage instead of 1d8.
Slings
Slings now have the "Finesse" trait.
Race Changes
PHB Races
Human
These changes do not apply to the Variant Human.
Natural Learners. You gain proficiency in one skill of your choice and one set of artisan's tools or one musical instrument of your choice.
Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a long rest.
Elemental Evil Players Companions Races
Genasi
Air
Lightning Resistance. You have resistance to lightning damage.
Mingle with the Wind. You know the gust cantrip. Once you reach 3rd level, you can cast the levitate spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Earth
Poison Resistance. You have resistance to poison damage.
Merge with Stone. You know the mold earth cantrip. Once you reach 3rd level, you can cast the pass without trace spell as a 2nd-level spell, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Volos Guide to Monsters Races
Bugbear
When you use the Long Limbed trait you can't increase the reach of your attack unless it is a weapon property (such as weapons with the Reach trait) or a spell or spell-like ability. Effects such as the Battlemaster Archetypes lunging attack maneuver won't extend your reach.
Kobold
instead of the Kobold stat block used in volos guide to monsters, you use the following instead:
Yuan-ti Pureblood
The Magic Resistance trait is removed completely
The Poison Immunity. trait is changed to the following:
Poison Resistance: You have advantage on saving throws against poison, and you have resistance against poison damage.
Mythic Odessey of Theros Races
Centaur
In a campaign where Centaurs are not typically fey creatures, replace the Fey feature with the Monstrosity feature below:
Monstrosity. Your creature type is Monstrosity.
Hooves. The damage dice is changed to 1d6 + your Strength modifier.
Minotaur
The Goring Rush and Hammering Horns abilities are replaced with the following:
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. If this attack hits, and the target is no more than one size larger than you and within 5 feet of you, unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Minotaurs gain the following ability:
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Satyr
Fey. Your creature type is fey. Despite this, you are considered native to the material plane.
Ram. The damage dice is changed to 1d6 + your Strength modifier.
Spelljammer Races
Astral Elf
Ability Score Increase. +2 Dex, +1 of your choice of Int, Wis or Cha.
Astral Fire. Your spellcasting ability is the ability score increase you choose.
AutoGnome
Ability Score Increase. +2 Con, +1 to a score of your choice.
Giff
Ability Score Increase. +2 Str, +1 Con
Hadozee
Ability Score Increase. +2 Dex, +1 Wis
Glide. When you fall at least 10 feet and you are not incapacitated, wearing heavy armor or you current weight does not exceed 10 times your strength modifier, you can use your reaction to extend your skin membranes and glide. When you do so, you can descend at a rate equal to your walking speed, you take 0 damage from the fall if you land, and you can move up to 1 foot horizontally for every 1 foot you descend in the air, at no additional movement cost to you.
If you are still falling at the start of your next turn, you must use your reaction to keep this effect active.
Languages. You can speak, read, and write Common and Hadozee
Plasmoid
Ability Score Increase. +2 Con, +1 to a score of your choice.
Thri-Kreen
Ability Score Increase. Your Dexterity score increases by 2 and either your Strength or Wisdom score increases by 1.
Age. A thri-kreen is born from an egg and becomes fully mature at 6 years. They demonstrate no effect of aging until they reach the end of their life cycle around 30 years. Sensing their death, such thri-kreen go on a final hunt.
Alignment. Most Thri‐kreen are chaotic, acting in whatever fashion benefits the pack mentality, and this rarely leads them to philosophies of good and evil.
Size. Thri-kreen height can range from 4 and a half to 7 feet tall and weight can range from 100 to 375 lbs. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. You can wear armor but it must be specially made or altered to fit your frame. Such armor would cost twice the amount it normally would.
As an action, if you are unarmored, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
Thri-kreen Physiology. You require half as much water as other races, needing only half a gallon of water per day, or one gallon per day if the weather is hot.
Sleepless Revitalization. You do not require sleep and magic can’t put you to sleep. However, you must still refrain from strenuous activity to gain the benefit of a long rest.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Natural Weapons. Your maw and claws can be used to make unarmed strikes. If you hit with one of your claws, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Starting at 5th level, any target you hit with your bite must make a constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature becomes poisoned for 1 minute on a failed save, and doesn't become poisoned on a successful one. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If they succeed, they are immune to this effect for 24 hours.
Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
Leap. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
Languages. You can speak, read, and write Common and Thri-Kreen.
Artificer
Spellcasting
You learn the mending cantrip, and it doesn't count against the number of artificer cantrips you know.
Artificer Specialist
Alchemist
Improved Experimental Elixir
Starting at 9th level, your potions become more potent. You can use the following table to determine the effects of elixirs you create at the end of a long rest or using a spell slot of 2nd level or higher:
Improved Experimental Elixir
| d8 | Effect |
|---|---|
| 1 | Healing. The drinker regains a number of hit points equal to 4d4 + your Intelligence modifier. |
| 2 | Swiftness. The drinker's walking speed increases by 10 feet for 8 hours. |
| 3 | Resilience. The drinker gains a +1 bonus to AC for 1 hour. |
| 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next 10 minutes. |
| 5 | Flight. The drinker gains a flying speed of 10 feet for 1 hour. |
| 6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 hour. |
| 7 | Growth. The drinker's body is enlarged as if by the Enlarge effect of the enlarge/reduce spell for 1 minute. |
| 8 | Confidence. The drinker can roll a d4 and add the number rolled to every ability check they make for the next 10 minutes. |
Superior Experimental Elixir
Also starting at 15th level, your study of experimental elixirs pushes their potency to the limits of your craft. You can use the following table to determine the effects of elixirs you create at the end of a long rest or using a spell slot of 4th level or higher:
Superior Experimental Elixir
| d10 | Effect |
|---|---|
| 1 | Healing. The drinker regains a number of hit points equal to 8d4 + your Intelligence modifier. |
| 2 | Swiftness. The drinker's walking speed increases by 20 feet for 8 hours. |
| 3 | Resilience. The drinker gains a +1 bonus to AC for 8 hours. |
| 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for 1 hour. |
| 5 | Flight. The drinker gains a flying speed of 20 feet for 1 hour. |
| 6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 8 hours. |
| 7 | Growth. The drinker's body is enlarged as if by the Enlarge effect of the enlarge/reduce spell for 10 minutes. |
| 8 | Confidence. The drinker can roll a d4 and add the number rolled to every ability check they make for 1 hour. |
| 9 | Sight. The drinker gains truesight up to a range of 60 feet for 10 minutes. |
| 10 | Resistance. The drinker gains resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 minute. |
Artificer Infusions
Homunculus Servant
As a bonus action, you can prepare an item you carry that can be administered to another creature as an action, like a potion or experimental elixir.
Your homunculus servant can retrieve the item you prepared if it moves within 5 feet of you on its turn. While the servant is carrying the item, it can use its action to administer it to a willing or unconscious creature within 5 feet of it.
The servant drops the item, possibly destroying it, if it is too heavy to carry, the servant becomes unconscious, or uses its action to do anything else.
Barbarian
Primal Paths
Path of the Battlerager
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. You gain proficiency with Smiths tools if you don't already have it. With 4 hours and 50 GP worth of materials, you can turn any metal medium armor into spiked armor.
While you are wearing spiked armor and are raging, your unarmed strikes are considered weapons and you can use a bonus action on each of your turns to make one unarmed strike against a target within 5 feet of you. Your unarmed strikes deal an additional 1d4 piercing damage while your wearing spiked armor. If you turn a set of magic armor into spiked armor, both the damage from the spikes and from your unarmed attacks count as magical for overcoming resistance and immunities.
When you use the Attack action to grapple a creature while wearing spiked armor, the target takes damage from the spikes. The target takes piercing damage equal to your proficiency bonus if your grapple check succeeds. Additionally, you can use an attack action try to pin a creature grappled by you. To do so, perform another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends and the target takes your spiked armor damage.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
Also, if you restrained a creature by grappling and are wearing spiked armor, you can use your action to shake violently, causing your spikes to dig in and tear into the target. They take piercing damage equal to 1d6 + your strength modifier. This Damage increases to 2d6 at 6th level, 3d6 at 10th level and 4d6 at 14th level.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. In addition, if you move at least 20 feet towards a creature and successfully grapple them, they must succeed a strength saving throw or be knocked prone (the DC equals 8 + your proficiency bonus + your strength modifier).
Grappling and size categories.
Remember that you can't grapple a creature if it's more then one size larger then you.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, you can use your reaction to make a melee attack against it as long as you aren't incapacitated, and are wearing spiked armor.
Path of the Berserker
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, you can immediately make a melee weapon attack and for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.
In addition, you gain proficiency in the Intimidation skill. If you are already proficient, you may gain proficiency in another skill of your choice.
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect ends.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten those around you with your menacing presence. Every enemy within 10 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creatures until the end of your next turn. This effect ends if the creatures end their turns out of line of sight or more than 60 feet away from you.
If a creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Path of the Storm Herald
Storm Aura
When you finish a long rest in a desert, at sea, or in the tundra, you can change your environment choice to the area you are in.
Desert. When this effect is activated, all other creatures in your aura each take fire damage equal to your proficiency bonus.
Tundra. When this effect is activated, each creature of your choice in your aura temporary hit points equal to your proficiency bonus, as icy spirits inure it to suffering.
Bard
Magical Secrets
The spells you choose at 10th, 14th and 18th level must come from the Cleric, Druid, Sorcerer, Wizard, or Warlock class.
Bard Colleges
College of Lore
Additional Magical Secrets
The spells you choose at 6th level must come from the Cleric, Druid, Sorcerer, Wizard, or Warlock class.
Cleric
Divine Domain
Peace Domain
The class is renamed the Unity Domain
Unity Domain Spells
Swapped Sanctuary with Shield of Faith
Implement of Peace
This feature is renamed to Implement of Unity.
Emboldening Bond
Starting at 1st level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself). You create a magical bond among them for 10 minutes, until you use this feature again, or until you lose your concentration (as if you were concentrating on a spell). While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
Channel Divinity: Balm of Peace
This feature is renamed Channel Divinity: Balm of Unity.
Protective Bond
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to take some of the damage. The first creature has resistance to all damage for that attack and the second creature receives the same amount of damage.
Expansive Bond
This feature now only increases the range of Emboldening Bond and Protective Bond.
Twilight Domain
Eyes of the Night
The darkvision granted by this ability becomes 120 feet. If a creature who receives this darkvision already had darkvision of 120 feet or more, they gain an additional 30 feet instead.
Channel Divinity: Twilight Sanctuary
At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute, until you are incapacitated or die, or until you lose your concentration (as if you were concentrating on a spell). Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your wisdom modifier.
- You end one effect on it causing it to be charmed or frightened.
Druid
Druid Circles
Circle of the Moon
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2 and at 4th level you can use you can transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Fighter
Martial Archetypes
Arcane Archer
Arcane Shot
You can use this feature a number of times equal to your Intelligence modifier + your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Arcane Shot Options
Banishing Arrow. After you reach 10th level in this class, a target also takes 1d6 force damage when the arrow hits it. At 18th level, the damage increases to 2d6.
Beguiling Arrow. The psychic damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6.
Bursting Arrow. The force damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6.
Enfeebling Arrow. The necrotic damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6.
Grasping Arrow. The poison damage and slashing damage both increase to 3d6 when you reach 10th level in this class. At 18th level, they both increase to 4d6.
Piercing Arrow. The piercing damage increases to 2d6 when you reach 10th level in this class. At 18th level, the damage increases to 3d6.
Seeking Arrow. The force damage increases to 2d6 when you reach 10th level in this class. At 18th level, the damage increases to 3d6.
Shadow Arrow. The psychic damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6.
Monk
Optional class features
Martial Arts
Instead of the Martial Arts column of the Monk table, use this table to determine when the damage of your Martial Arts die changes.
| Level | Martial Arts |
|---|---|
| 1st | 1d4 |
| 5th | 1d6 |
| 9th | 1d8 |
| 13th | 1d10 |
| 17th | 1d12 |
Ki
You gain additional ki points equal to your wisdom modifier.
Step of the Wind
You can Dash and Disengage as a bonus action without spending a ki point. However you stil
Stillness of Mind
Starting at 7th level, When an effect causes you to be charmed or frightened, you can use your reaction to spend 1 ki point to end the effect on yourself. In addition, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. You can use this feature even if you are charmed or frightened and if the effects would leave you incapacitated, as you know deep within yourself that your are being controlled by another being.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 12 ki points.
Monastic Traditions
Way of the Four Elements
This monastic tradition is replaced with the following:
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Initiate of the Way
When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: control flames*, gust*, mold earth*, or shape water*. You learn two additional cantrips from this list at 6th level.
Disciple of the Elements
At 3rd level, you learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend ki points when you use them.
You learn the Elemental Initiate discipline and two disciplines of your choice, which are detailed in the sections below. You learn two additional disciplines of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. When you cast a spell with a discipline, it is cast at the spell’s lowest level unless otherwise specified.
Wisdom is your spellcasting ability for any spells cast with an elemental discipline. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast through an elemental discipline and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spell descriptions
Spells marked with an asterisk (*) can be found in Xanathar's Guide to Everything.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 2 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 1 ki point plus 1).
The maximum number of ki points (base ki point cost plus any additional points) that you can spend on any spell is 2, unless a discipline specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.
Disciplines of the Initiate
Starting at 3rd level, you can learn the following disciplines:
Become the Teapot. You roll with the incoming energy, attuning to element, becoming it. You can spend 1 ki point to cast absorb elements*.
Effortless Step. The air around you works in unison with your movements, rising you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you have advantage on Strength (Athletics) checks related to jumping.
Enduring Mountain Stance. As your ki roots you to the ground, your body and mind become as rigid and unyielding as the ground below you. When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will, even if magically compelled to do so. This effect lasts until the beginning of your next turn. You must be standing on the ground to use this ability.
Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 5 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and the first attack that hits on that turn deals an extra 1d10 fire damage. You can spend 1 ki point on any subsequent hit on that turn to also deal an extra 1d10 fire damage.
Fang of the Frost Wolf. You summon a shard of razor-sharp ice and fling it at your foe. You can spend 1 ki point to cast ice knife*.
Fist of Four Thunders. You slam your fists together in front of you, causing a thunderous boom that blows away everything around you. You can spend 1 ki point to cast thunderwave.
Fist of Unbroken Air. You can create blasts of compressed air that strike like a mighty fist. When you use the Attack action on your turn, you can spend 1 ki point to increase your reach by 10 feet for that action, as well as the rest of the turn. Once on that turn when such an attack hits, you can force the target to make a Strength saving throw or be pushed back 10 feet and be knocked prone.
Golden Snake’s Icy Path. Whenever you take the Dash action, you can leave a trail of slippery ice for any movement you make along a surface during that turn. This ice counts as difficult terrain and lasts until the start of your next turn.
Rumbling Badger. You shake the ground, causing a tremor that knocks over your foes. You can spend 1 ki point to cast earth tremor*.
Rush of the Gale Spirits. You send a blast of air outward with a thrust of your open palm. You can spend 2 ki points to cast gust of wind.
Shape the Raincloud. You can spend 1 ki point to cast create or destroy water.
Sweeping Cinder Strike. With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can spend 1 ki point to cast burning hands.
Water Whip. You can spend 1 ki point as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to your Martial Arts die + your Wisdom modifier, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone. You cannot use this discipline and cast a spell during the same turn.
Disciplines of the Adept
Starting at 6th level, you can learn the following disciplines:
A Leaf on the Wind. A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use as long as you are conscious and not incapacitated, and it negates all falling damage regardless of distance. You may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.
Burning Ember Flourish. You reach out with your ki to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke. You can spend 2 ki points to cast pyrotechnics*.
Crushing Hand of the Mountain. You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 2 ki points to cast Maximilian’s earthen grasp*.
Curtain of Unyielding Wind. You let out a fierce howl as a mighty wind begins swirling around you. You can spend 2 ki points to cast warding wind*.
Gong of the Summit. You strike the air as if it were a gong. You can spend 2 ki points to cast shatter.
Hatchling’s Flame. You focus your ki into a torrent of fire that streaks away from you. You can spend 2 ki points to cast Aganazzar’s scorcher*.
Impenetrable Iron Tortoise Shell. You summon an earthen barrier to defend an ally. As a reaction, you may spend 2 ki points to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack.
If you reduce the damage to 0, you can’t make an attack with it.
Mote of the Sun. Your ki manifests as a roaring orb of fire. You can spend 2 ki points to cast flaming sphere.
Patient Badger Listens. You reach out with your ki to the ground beneath you. You can spend 2 ki points as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.
Red Dragon’s Claws. Rays of fire spring from your outstretched hand to sear your foes. You can spend 2 ki points to cast scorching ray.
Swarming Ice Rabbit. Your ki forms a flurry of snowballs erupting from a point you choose within range. You can spend 2 ki points to cast Snilloc’s snowball swarm*.
Water Jet. You can spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space adjacent to the line.
Disciplines of the Master
Starting at 11th level, you can learn the following disciplines:
Dance of Three Ways. You summon six spheres of earth from the ground, suspend them in the air around you and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 ki points to cast Melf’s minute meteors*.
Earth Reaches for Sky. Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 ki points to cast erupting earth*.
Eternal Mountain Defense. Your body hardens to stone, nearly impervious to weapons. You can spend 4 ki points to cast stoneskin, targeting yourself.
Flames of the Phoenix. With a hand motion, you conjure a tiny bead of burning energy. You spend 3 ki points to cast fireball.
Fist of the Elements. The elements swirl around your weapon. You can spend 3 ki points to cast elemental weapon (cold, fire, or thunder only). Your unarmed strikes count as a weapon for the purposes of this discipline.
Hua’s Water Prison. You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 4 ki points to cast watery sphere*.
Mist Stance. A swirling mist envelopes your body and you merge with it, becoming a cloud. You can spend 3 ki points to cast gaseous form, targeting yourself.
One with the Tides. You reach out with your ki and become one with water. You spend 2 ki points as an action to gain underwater adaptations for 8 hours.
While this ability is active, you can breathe normally underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 60 feet while underwater.
Rain of the Frigid Glacier. You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 3 ki points to cast sleet storm.
Raise the Troubled Earth. You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You can spend 3 ki points to cast wall of sand*.
Raise the Still Waters. Though water can give way easily, it can just as easily offer great resistance. You can spend 3 ki points to cast wall of water*.
Ride the Wind. You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You can spend 3 ki points to cast fly, targeting yourself, with your fly speed being equal to your movement speed.
River of Hungry Flame. You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 ki points to cast wall of fire.
Sea’s Fury. You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 ki points to cast tidal wave*.
Shape the Flowing River. You touch the body of water with your ki, coaxing it to change its form. You can spend 4 ki points to cast control water.
Spellfist Stance. You effortlessly flow between martial and elemental assault. When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows.
Sweeping Crosswind. A wall of strong wind rises from the ground, batting away anything in its path. You can spend 3 ki points to cast wind wall.
Legendary Disciplines
Starting at 17th level, you can learn the following disciplines:
Avatar of the Elements. As an ultimate display of your mastery of the elements, you can spend 5 ki points as an action to have the elements of earth, fire, air, and water form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can spend 1 ki point and use any of the following abilities as a bonus action:
- You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.
- You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
- You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
- You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Breath of Winter. You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 ki points to cast cone of cold.
Eyes of Fire. Your foes may try to hide in darkness, but their ki lights up like a torch to you. You may cast see invisibility at will without expending any ki points. In addition, while under the effects of see invisibility, you may spend 2 ki points as a bonus action to gain truesight until the end of your next turn.
Eye of the Hurricane. You stretch out your ki to embrace the winds. You can spend 5 ki points to cast control winds*.
Mold the Mountain. You master the many forms that earth may take. You can spend 5 ki points to cast transmute rock*.
Swirling Crab’s Revenge. Your ki manifests as a swirling pool of water, smashing and pulling your foes towards its center. You can spend 5 ki points to cast maelstrom*.
Wave of Rolling Earth. The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 ki points to cast wall of stone.
Way of the Kensei
Path of the Kensei
The extra damage for the Kensei's Shot feature increases to 1d6 at 11th level and 1d8 at 17th level.
Sharpen the Blade
You can use this feature with a magic weapon that already has a bonus to its attack and damage rolls, to a combined maximum of +3.
Way of the Sun Soul
Radiant Sun Bolt
When you take the Attack action on your turn and use this special attack as part of it, you can make the special attack once as a bonus action.
Paladin
Divine Smite
Can be used with ranged attacks and unarmed strikes adn the damage cap of 5d8 is removed. However, you can only use it once per turn and not on the same turn you cast a spell.
Sacred Oaths
Oath of the Crown
Aura of Allegiance
This feature replaces the Divine Allegiance feature.
Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
At 18th level, the range of this aura increases to 30 feet.
Oath of Glory
Aura of Alacrity
You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 10 feet of you increases by 10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Ranger
Complete class homebrew
Here is a link to my version of the Ranger Class:
Roguish Archetypes
Assassin
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. When you roll initiative and an enemy creature you can see is surprised, you may take your first turn in combat at the highest initiative count. You also have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet, and any hit you score against such a creature is a critical hit as long as it didn't detect your presence.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit, and your proficiency bonus is doubled for any check you make using these tools.
Mastermind
Expose Weakness
Also starting at 9th level, your insight exposes more than one weakness when you take the Help action to aid attacking an enemy. If your ally attacks the target before your next turn, the first two attack rolls, rather than one, are made with advantage.
Thief
Supreme Agility
This feature replaces the Supreme Sneak feature.
Starting at 9th level, you have advantage on Dexterity checks if you move no more than half your speed on the same turn.
Sorcerer
Metamagic
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.
In addition, if the spell forces a saving throw, it changes depending on the damage type:
Acid, Fire, Lighting: Dexterity saving throw
Cold, Poison, Thunder: Constitution saving throw
Subclasses
Giant Soul Sorceror
Heres a link to my own revision of the Giant Soul Sorceror subclass:
Wild Magic
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
This d20 roll is not affected by other effect that would let you reroll a d20, such as the Halfling Luck feature or the Lucky feat.
Wild Magic Surge Table
07-08 entry:
You cast fireball as a 3rd-level spell centered on yourself. However, the damage equals 1d6 times your level. At level 5, it becomes it's usual damage.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, you can roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Sorcerous Origin Spells
Divine Soul
You learn additional spells when you reach certain levels in this class, as shown on the Divine Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a evocation or a necromancy spell from the sorcerer or cleric spell list.
Divine Soul Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | detect evil and good |
| 3rd | blindness/deafness, lesser restoration |
| 5th | protection from energy, tongues |
| 7th | divination, guardian of faith |
| 9th | dispel evil and good, insect plague |
Draconic Bloodline
You learn additional spells when you reach certain levels in this class, as shown on the Draconic Bloodline Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Draconic Bloodline Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | absorb elements*, chromatic orb |
| 3rd | alter self, dragon's breath |
| 5th | fear, incite greed |
| 7th | polymorph, secret chest |
| 9th | dominate person, summon draconic spirit |
*Poison is now added among the damage types you can select.
Shadow Magic
You learn additional spells when you reach certain levels in this class, as shown on the Shadow Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.
The new spell must be an illusion or a necromancy spell from the sorcerer, warlock, or wizard spell list.
Shadow Magic Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | bane, false life |
| 3rd | blindness/deafness |
| 5th | bestow curse, summon shadowspawn |
| 7th | blight, shadow of moil |
| 9th | antilife shell, enervation |
Storm Sorcery
You learn additional spells when you reach certain levels in this class, as shown on the Storm Sorcery Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a conjuration spell from the sorcerer, warlock, or wizard spell list.
Storm Sorcery Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | fog cloud, thunderwave |
| 3rd | gust of wind, shatter |
| 5th | call lightning, fly |
| 7th | storm sphere, summon elemental (air only) |
| 9th | control winds, destruction wave |
Wild Magic
You learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Wild Magic Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | chaos bolt, magic missile |
| 3rd | levitate, mirror image |
| 5th | blink, fireball |
| 7th | confusion, polymorph |
| 9th | animate objects, synaptic static |
Giant Ancestry Spells
You learn additional spells when you reach certain levels in this class, as shown on the Giant Ancestry Spells table as well as certain spells depending on your giant ancestry, as shown on each specific giant ancestry table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or a divination spell from the sorcerer, warlock, or wizard spell list.
Giant Ancestry Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | catapult |
| 5th | glyph of warding |
| 7th | staggering smite |
| 9th | bigby's hand |
Cloud Giant Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | fog cloud |
| 3rd | misty step |
| 5th | gaseous form |
| 7th | greater invisibility |
| 9th | control winds |
Ettin Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | heroism |
| 3rd | warding bond |
| 5th | intellect fortress |
| 7th | arcane eye |
| 9th | rary's telepathic bond |
Fire giant Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | searing smite |
| 3rd | flame blade |
| 5th | fireball |
| 7th | fabricate |
| 9th | immolation |
Frost giant Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | armor of agathys * |
| 3rd | snilloc's snowball storm |
| 5th | sleet storm |
| 7th | ice storm |
| 9th | cone of cold |
*This spell triggers your Soul of Lost Ostoria feature and the temporary hit points are added with this spells.
Hill giant Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | heroism |
| 3rd | protection from poison |
| 5th | stinking cloud |
| 7th | blight |
| 9th | cloud kill |
Stone giant Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | earth tremor |
| 3rd | augury |
| 5th | meld into stone |
| 7th | stone shape |
| 9th | dream |
Storm giant Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | feather fall |
| 3rd | levitate |
| 5th | lighting bolt |
| 7th | control water |
| 9th | control winds |
Titan Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | heroism |
| 3rd | branding smite |
| 5th | melf's minute meteors |
| 7th | charm monster |
| 9th | banishing smite |
Warlock
Alternate Casting stat
Your patron has granted you access to powers derived from themselves or their home plane of reality. Sometimes that is as far as they will go and it is up to you to research how to properly harness this power. You can use your Intelligence (instead of Charisma) as your spellcasting ability and your Intelligence modifier when setting the saving throw DC for a Warlock spell you cast and making an attack roll with one.
Spell Save DC
Spell attack modifier
Also, you gain proficiency in Intelligence saving throws instead of Charisma saving throws.
Pact Boon
Pact of the Tome
Choosing this pact now grants you the benefits of the Book of Ancient Secrets invocation, and it is no longer a valid choice for your eldritch invocations.
Pact of the Blade
Choosing this pact now grants you the benefits of the Improved Pact Weapon invocation, and it is no longer a valid choice for your eldritch invocations.
Pact of the Chain
Choosing this pact now grants you the benefits of the Voice of the Chain Master invocation, and it is no longer a valid choice for your eldritch invocations.
If you gain the Devil's Sight, Eldritch Sight, or Witch Sight invocations, your familiar benefits from those invocations as well. Any feature that improves your vision (such as the detect magic spell or the Eye of the Rune Keeper and Ghostly Gaze invocations) also applies when you are perceiving through your familiar's senses.
Pact of the Talisman
Choosing this pact now grant's you the Rebuke of the Talisman invocation, and it is no longer a valid choice for your eldritch invocations.
Otherworldly Patrons
The Undying
Among the Dead
Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you, and you can cast it as a bonus action. You also have advantage on saving throws against any poison or disease.
Additionally, simple undead do not see you as a threat. Any undead creature with an Intelligence of 7 or lower is initially indifferent to your presence, unless it is being commanded by another creature to attack you. This indifference also ends if you attack the undead creature or harm it with a spell.
Defy Death
Starting at 6th level, you can invoke unnatural resilience when you cheat death or when you help someone else cheat it. When you succeed on a death saving throw, you may regain hit points equal to 1d8 + your Warlock level and gain resistance to all damage except radiant damage until the end of your next turn. Alternatively, you can extend the same benefit to a creature you stabilize with spare the dying.
You can use this feature a number of times equal to your proficiency bonus, you regain all uses when you complete a long rest.
Undying Nature
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You also become immune to poison and disease, and gain resistance to necrotic damage.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Indestructible Life
When you reach 14th level, you partake in some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d6 + half your Warlock level if you have less than half your hit point maximum. Additionally, if you put a severed body part of yours back in place, the part reattaches (no action required).
The Hexblade
The subclass is replaced with the following:
The Dark Power
You have made a pact with mysterious entities who beguile and warp those of the material plane- a coven of Night Hags, powerful beings of the Shadowfell, even certain archfey — These forces excel in applying hexes and curses on those who cross them.
Perhaps you traded service as a warlock in exchange to place a great curse on a hated enemy, perhaps it was you who was cursed after inadvertently insulting such a being and are working to have it lifted. No matter the cause, you use these dark corrupting powers to render all in your path broken and pleading.
Expanded Spell List
The Dark Power 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.
Dark Power Expanded Spells
| Spell Level | Spell |
|---|---|
| 1st | bane, silent image |
| 3rd | blindness/deafness, enhance ability |
| 5th | bestow curse, blink |
| 7th | death ward, phantasmal killer |
| 9th | contagion, hallow |
Hex Warrior
The Hex Warrior feature is removed completely.
Hexblades Curse
The Hexblade's Curse feature is replaced with the following:
Fell Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
-
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
-
Choose one ability score. While cursed, the target has disadvantage on ability checks made with that ability score.
-
If the cursed target dies, you regain hit points equal to your warlock level.
You can’t use this feature again until you finish a short or long rest.
Accursed Specter
Same as in Xanathar's Guide to Everything. References to Hexblade’s Curse are replaced with Fell Curse.
Armor of Hexes
Same as in Xanathar's Guide to Everything. References to Hexblade’s Curse are replaced with Fell Curse.
Master of Hexes
Same as in Xanathar's Guide to Everything. References to Hexblade’s Curse are replaced with Fell Curse.
The Cursed Item
You have come into contact with a powerful and possibly sentient magical item that bound itself to you to be used as a vessel. It may be a ring bound to ancient malevolent being, a blade containing the soul of an exalted hero, or an armor forged in in depths of the Abyss, its evils suffusing it to the point it developed its own base consciousness.
No matter the origin, the item is bounded to you and grants you power in exchange for aiding it in some goal.
Expanded Spell List
The Cursed Item 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.
Cursed Item Expanded spells
| Spell Level | Spell |
|---|---|
| 1st | absorb elements, wrathful smite |
| 2nd | alter self, blur |
| 3rd | fear, nondetection |
| 4th | greater Invisibility, staggering smite |
| 5th | hold monster, skill empowerment |
Cursed Item
Starting at 1st level, you have been bonded to a powerful cursed item in your possession: a weapon, an armor, a shield, a book, or a talisman (such as a pendant, ring, crown, etc.). after a long rest, you may choose to have your cursed item merge or unmerge with another item of the same type in your possession (if a weapon, armor or shield, you must be proficient with that item to merge it). If merged, your cursed item then becomes the new item, taking the shape while retaining its features and gaining the properties of the new item. If unmerged, the cursed item returns to its original form and the item it was merged with drops to the ground within 5 feet of you. Your item can only be merged with one other item at a time, merging it to a new item also unmerges it from its current one.
If separated from your cursed item, you can use an action or a bonus action to make it appear to you, instantly wielding or donning it if possible, otherwise it appears on the ground within 5 feet of you. If not called back, the item will automatically appear within 5 feet of you after a long rest.
When wielding or wearing your cursed item, it can be used as a spell focus for your warlock spells.
Linked Boon
At 1st level, your cursed item also grants you a boon depending on its type. Choose the nature of the item from the list below, granting you a unique benefit. Speak with your DM for an appropriate item for your level.
Weapon
You gain proficiency in martial weapons. If you later gain the Pact of the Blade feature then every pact weapon you make instantly merges with your cursed item.
Armor or shield
You gain proficiency in your choice of either heavy armor or shields. You may also choose Light armor or medium armor, if so, you gain a +1 to AC when wearing your cursed light or medium armor.
Book
You learn one Exotic language of your choice (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon). In addition, you learn one additional Warlock Cantrip of your choice.
Talisman
You gain proficiency in one skill of your choice and gain expertise in one skill of your choice that you are proficient in.
Source of Power
At 1st level, if you cast a spell from your Cursed Item Expanded spells, you can do so without spending a spell slot but the spells are cast at their lowest level. You can use this feature a number of times equal to your proficiency bonus and you regain all uses when you complete a long rest.
Bonded presence
At 6th level, you have advantage against being charmed or frightened. In addition, when you fail a saving throw while wielding or wearing your cursed item, you can spend one hit dice, roll it and add it to your total.
Aspect of the Item
At 10th level, your cursed item unlocks more of its hidden power, granting you a magical benefit. Select a type of item, you can choose the same item you selected at 1st level or a different one as your item creates spread its influence with another piece of equipment in your possession.
Weapon
Any melee attack roll you make against a target is a critical hit on a roll of 19 or 20 on the d20.
Armor or shield
If you are wearing armor or holding a shield and are targeted for an attack roll, you can use your reaction to impose disadvantage on that roll. You can use this feature a number of times equal to your of your proficiency bonus. You regain all uses when you complete a long rest.
Book
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a cantrip at the creature, rather than making an opportunity attack. The cantrip must have a casting time of 1 action and must target only that creature.
Talisman
When you make a skill check or saving throw, you can choose to have advantage on the roll. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you complete a long rest.
Avatar of the Bond
At 14th level, you're connection with your Cursed Item has grown to the point that you can access nearly all of its true power. Choose a type of item, you can choose the same type you selected previously or a different one.
Weapon
When you hit with a weapon attack, you can choose to deal an extra 8d8 necrotic or radiant damage (your choice when you select this feature) and you heal for half of the total damage of the attack. Once you use this feature, you can't do so again until you finish a long rest.
Armor or shield
When you are hit with an attack roll, you can choose to have resistance to all damage sustained from that attack. Once you use this feature, you can't do so again until you finish a long rest.
Book
As an action, you can regain one use of one of your Mystic Arcanums. Once you use this feature, you can't do so again until you finish a long rest.
Talisman
Whenever you make an attack roll, skill check or saving throw that lets you add your proficiency bonus, you can forgo a d20 roll and treat it as if it rolled a 20. For an attack roll, this doesn't provide a critical hit and once you use this feature, you can't do so again until you finish a long rest.
Eldritch Invocations
Bewitching Whispers
Prerequisites: 7th level
You can cast the compulsion spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots. You can’t do so again until you finish a long rest.
Dreadful Word
Prerequisites: 7th level
You can cast the confusion spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots. You can’t do so again until you finish a long rest.
Minions of Chaos
Prerequisites: 9th level
You can cast the conjure elemental spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots. You can’t do so again until you finish a long rest.
Mire the Mind
Prerequisites: 5th level
You can cast the slow spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots. You can’t do so again until you finish a long rest.
Sign of Ill Omen
Prerequisites: 5th level
You can cast the bestow curse spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots. You can’t do so again until you finish a long rest.
Sculptor of Flesh
Prerequisites: 7th level
You can cast the polymorph spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots. You can’t do so again until you finish a long rest.
Thief of Five Fates
You can cast the bane spell without expending a spell slot and requiring no material components, and you cast it at a level equal to your Warlock spell slots. You can’t do so again until you finish a long rest.
Wizard
Wizard Schools
School of Necromancy
Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. If you heal pass your maximum hit points, any extra becomes temporary hit points. You don’t gain this benefit for killing constructs or undead.
Undead Thralls
At 6th level, you add the animate dead spell to your spellbook if it is not there already, if it is already there, you can add another wizard spell to your spellbook. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Alternate 6th Level feature: Efficient Transferal
At 6th level, you add the life transference spell to your spellbook, if it is already there, you can add another wizard spell to your spellbook. When you cast life transference, you have resistance to necrotic damage in regards to the damage you take by the spell and the amount of hit points the target regains is quadruple the damage you took instead of double.
War Magic
Power Surge
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level + your intelligence modifier (minimum of one).
Alternate Feat System
Alternate Feat Rule
Whenever a character would receive an ASI, they may take a feat with the following rules:
- If taken from the Greater Feat list, the player receives no ASI.
- If taken from the Moderate Feat List, the player only receives half an ASI.
- If taken from the Lesser Feat list, the player receives a full ASI.
Greater Feat
Aberrant Dragonmark (WGtE)
Crossbow Expert (PHB)
Chef (TCoE)
Crusher (TCoE)
Eldritch Adept (TCoE)
Elven Accuracy (XGtE)
Fey Touched (TCoE)
Gift of the Chromatic Dragon (FToD)
Gift of the Gem Dragon (FToD)
Gift of the Metallic Dragon (FToD)
Great Weapon Master (PHB)
Gunner (TCoE)
Lucky (PHB)
Metamagic Adept (TCoE)
Piercer (TCoE)
Polearm Master (PHB)
Resilient (PHB)
Sentinel (PHB)
Shadow Touched (TCoE)
Sharpshooter (PHB)
Slasher (TCoE)
Telekinetic (TCoE)
Telepathic (TCoE)
War Caster (PHB)
Moderate Feat
Actor (PHB)
Alert (PHB)
Artificer Initiate (TCoE)
Athlete (PHB)
Bountiful Luck (XGtE)
Dragon Fear (XGtE)
Dragon Hide (PHB)
Dual Wielder (PHB)
Durable (PHB)
Dwarven Fortitude (XGtE)
Fade Away (XGtE)
Fey Teleportation (XGtE)
Fighting Initiate (TCoE)
Flames of Phlegethos (XGtE)
Heavily Armored (PHB)
Heavy Armor Master (PHB)
Infernal Constitution (PHB)
Keen Mind (PHB)
Lightly Armored (PHB)
Linguist (PHB)
Magic Initiate (PHB)
Medium Armor Master (PHB)
Mobile (PHB)
Moderately Armored (PHB)
Observant (PHB)
Orcish Fury (XGtE)
Poisoner (TCoE)
Prodigy (PHB)
Revenant Blade (ERftLW)
Ritual Caster (PHB)
Second Chance (PHB)
Shield Master (PHB)
Skill Expert (TCoE)
Skilled (PHB)
Skulker (PHB)
Spell Sniper (PHB)
Squat Nimbleness (XGtE)
Svirfneblin Magic (EEPC)
Tavern Brawler (PHB)
Weapon Master (PHB)
Lesser Feat
Charger (PHB)
Defensive Duelist (PHB)
Drow High magic (PHB)
Dungeon Delver (PHB)
Elemental Adept (PHB)
Grappler (PHB)
Healer (PHB)
Inspiring Leader (PHB)
Mage Slayer (PHB)
Martial Adept (PHB)
Mounted Combatant (PHB)
Savage Attacker (PHB)
Tough (PHB)
Wood Elf Magic (PHB)
Charger (PHB)
Defensive Duelist (PHB)
Dungeon Delver (PHB)
Durable (PHB)
Dwarven Fortitude (XGtE)
Elemental Adept (PHB)
Fade Away (XGtE)
Flames of Phlegethos (XGtE)
Grappler (PHB)
Healer (PHB)
Inspiring Leader (PHB)
Lightly Armored (PHB)
Linguist (PHB)
Mage Slayer (PHB)
Mounted Combatant (PHB)
Observant (PHB)
Orcish Fury (XGtE)
Savage Attacker (PHB)
Tough (PHB)
Weapon Master (PHB)
Wood Elf Magic (PHB)
Feats
The following feats are no longer valid choices, as they have been merged with other feats outlined in this chapter: Dungeon Delver, Charger, Durable, Grappler and Weapon Master.
Bold text is a change compared to the official version of a feat.
Alert
Always on the lookout for danger, you gain the following benefits:
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
Athlete
Prerequisite: proficiency in Athletics
- Increase your Strength by 1, to a maximum of 20.
- You gain expertise with the Athletics skill, which means your proficiency bonus is doubled for any ability check you make with it. You cannot benefit from more than one feature, such as Expertise, that doubles your proficiency bonus with a skill.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
- Climbing doesn't cost you extra movement. If you have a climbing speed, it increases by 10 feet.
Acrobat (NEW FEAT)
Prerequisite: proficiency in Acrobatics
- Increase your Dexterity by 1, to a maximum of 20.
- You gain expertise with the Acrobatics skill, which means your proficiency bonus is doubled for any ability check you make with it. You cannot benefit from more than one feature, such as Expertise, that doubles your proficiency bonus with a skill.
- When you are prone, standing up uses only 5 feet of your movement.
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls when you are using a crossbow you are proficient with for the attack.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Dual Wielder
Prerequisite: 4th level
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- While engaged in two weapon fighting and you miss with an attack, you can use your reaction to attack with the opposite hand. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you complete a short or long rest.
Elven Accuracy
Prerequisite: Elf or Half-elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
- Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. If you do, the weapon attack cannot become a critical hit.
- Whenever you make an attack roll using Dexterity, Intelligence, Wisdom, or Charisma and you don't have disadvantage on the roll, you can treat a d20 roll of 3 or lower as a 4.
Fell Handed (NEW FEAT)
You master the handaxe, battleaxe, greataxe, warhammer, maul, morningstar, war pick, and flail. You gain the following benefits when using any of them:
-
Whenever you have advantage on a melee attack roll you make with the weapon and hit, if the target is no more then one size category larger then you, you can also knock the target prone if the lower of the two d20 rolls would also hit the target.
-
Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes damage (same type as the weapons) equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
-
If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with as part of the Attack action, you can choose to take a penalty to the attack roll equal to your proficiency modifier. If the attack hits, you add twice your proficiency modifier to the attack's damage.
Heavy Armor Master
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency modifier. If your armor is magical, damage from magical weapons is reduced in the same way.
Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
- The time investment and cost to learn a new language (from Xanathar's Guide to Everything) is reduced by half.
- When listening to a spoken language you don't understand for an hour or more, you can pick up the basic gist of what is being said.
Mage Slayer
You have practiced techniques in melee combat against spellcasters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- You have advantage on melee attacks against creatures that are concentrating on a spell.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you, or who started their turn within 5 feet of you.
Lucky
You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20 and replace one roll. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then replace one of the attacker's rolls. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You can also cast the spell using any spell slots you have.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Martial Adept
You have practiced extensively with weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with two simple or martial weapons of your choice. Each one must be a simple or a martial weapon.
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain a superiority die, which is a d6 (this die is added to any superiority dice you have from another source). A superiority die is used to fuel your maneuvers and expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Medium Armor Master
You have practiced moving in medium armor to gain the following benefits:
- Increase your Dexterity by 1, to a maximum of 20.
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Observant
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
Polearm Master
prerequesite: 4th level
You can keep your enemies at bay with reach weapons. You gain the following benefits:
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, spear, or Trident, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, spear, or trident, other creatures provoke an opportunity attack from you when they enter your reach. You must be using the weapon granting this ability for the attack and cannot substitute it using any ability that replaces your opportunity attack (such as casting a spell with the Warcaster feat).
Savage Attacker
- Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
- When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
- If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a bonus to the attack's damage roll equal to your proficiency bonus (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature that is no more than one size larger than you with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with as part of the Attack action, you can choose to take a penalty to the attack roll equal to your proficiency modifier for the attack. If the attack hits, you add twice your proficiency modifier to the attack's damage.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- You can use a bonus action to try and shove a creature within 5 feet of you with your shield immediately before or after you take your action. If you do, the only action you can take on that turn is the Attack action.
- A shield now counts a simple melee weapon for you, dealing 1d4 bludgeoning damage on a hit.You are also proficient with this weapon.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
- In combat, you can don or doff a shield as the free object interaction on your turn.
Skilled
- You gain proficiency in any combination of three skills or tools of your choice.
- Choose one skill or tool in which you are proficient. Whenever you make an ability check with that skill or tool and your proficiency bonus is not doubled, roll a d4 and add the number rolled to the check's total.
Skulker
Prerequisites: proficiency in Stealth
You are expert at slinking through shadows. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Spell Sniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Tavern Brawler
Accustomed to fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
- You have advantage on attack rolls against a creature you are grappling.
- When a hostile creature's movement provokes an opportunity attack from you and is within reach of your unarmed strike, you can use your reaction to attempt to grapple the creature.
Tough
- Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
- You have advantage on checks and saving throws made to resist Exhaustion.
Spells
Bold text is a change compared to the official version of a spell.
Aganazzar's Scorcher
2nd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a red dragon's scale)
- Duration: Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Blade Ward
Abjuration cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, your target has resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Clone
8th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water)
- Duration: Instantaneous
This spell grows an inert duplicate of a living, Medium or small creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return.
The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.
Counterspell
3rd-level abjuration
- Casting Time: 1 reaction, which you take when you see a creature within range casting a spell
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
When you use your reaction to identify a spell as it is being cast (using the Identifying a Spell rules in Xanathar's Guide to Everything) and succeed, you can cast this spell as part of the same reaction.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Create Food and Water
3rd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a freshly picked berry, fruit or mushroom, which is consumed)
- Duration: Instantaneous
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Create or Destroy Water
1st-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a drop of water drawn from a natural source if creating water or a few grains of sand if destroying it, both of which are consumed)
- Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Find Familiar
1st-level conjuration (ritual)
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
- Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it acts on its own turn on your initiative. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
If this spell is cast by a familiar summoned by this spell, it fails and is wasted.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Find Traps
2nd-level divination
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
You learn the approximate location of a trap you sense, if its mechanical or magical, and the general nature of the danger posed by it, but not any information about its detailed workings, nor do you gain any insight on how to disable or bypass it.
Flame Arrows
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by four for each slot level above 3rd.
Flame Blade
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (leaf of sumac)
- Duration: Instantaneous
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
This magic weapon lasts until the spell ends. It uses your spellcasting ability for the attack and damage rolls. It counts as a martial melee weapon with which you are proficient. It deals 3d6 fire damage on a hit and has the finesse and light properties.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, this weapon ignites flammable objects that are stuck with it that aren't being worn or carried.**
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Flame Strike
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (pinch of sulfur)
- Duration: Instantaneous
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 5d6 fire damage and 5d6 radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Goodberry
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a sprig of mistletoe, which is consumed)
- Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry or administer it to an incapacitated creature. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The healing from a goodberry cannot be increased in any way.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Immolation
5th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: 4 rounds
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage (both initial and later) increases by 1d6 for each slot level above 4th.
Magic Missile
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously (counting as one singular application of damage for the purposes of failing death saving throws, triggering concentration checks, and other effects), and you can direct them to hit one creature or several. Any bonuses to the damage of the spell are only added once for each target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Melf's Acid Arrow
2nd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (powdered rhubarb leaf and an adder's stomach)
- Duration: Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next two turns. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next two turns.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Mordenkainen's Sword
7nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
- Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make two melee spell attacks against targets of your choice within 5 feet of the sword. On a hit, a target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 60 feet to a spot you can see and repeat these attacks against the same targets or different ones.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.
Phantasmal Killer
4th-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 minute
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Protection from Evil and Good
1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a drop of holy water or a sprinkle of silver dust)
- Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Simulacrum
7th-level illusion
- Casting Time: 12 hours
- Range: Touch
- Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
- Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature.
It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots or abilities that are recovered at the end of a short or long rest.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
If this spell is cast by a construct created by this spell, it fails and is wasted.
Snilloc's Snowball Swarm
2nd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a piece of ice or a small white rock chip)
- Duration: Instantaneous
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and its speed is reduced by 10 feet until the beginning of your next turn. On a successful save, it takes half as much damage and its speed is not reduced.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Stoneskin
4th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a diamond worth 100 gp)
- Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
True Strike
Divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one attack roll of its choice. It can roll the die before or after making the attack roll. The spell then ends.
Wall of Light
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a hand mirror)
- Duration: Concentration, up to 10 minutes
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends, you can use a bonus action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Weird
9th-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 minute
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration.
The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
Wall of Water
3th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a drop of water)
- Duration: Concentration, up to 10 minutes
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll and any damage it deals is halved on a hit. Fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
Wish
9th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:
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You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
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You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
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You grant up to ten creatures that you can see resistance to a damage type you choose.
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You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
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You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
If a simulacrum you have created casts Wish, both you and your simulacrum suffer the stress associated with casting the spell, including the risk of being forever unable to cast Wish again. The inability to cast Wish extends to any simulacrum you create in the future, as well as Wish cast by deities via Divine Intervention or other similar class features, or by use of a magic item.
Witch Bolt
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a twig from a tree that has been struck by lightning)
- Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 3rd- or 4th-level, the damage increases to 2d12, for both the initial damage and subsequent automatic damage. When you cast it using a 5th- or 6th-level slot, the damage increases to 3d12. When you cast it using a 7th- or 8th-level slot, the damage increases to 4d12. When you cast using a 9th-level slot, the damage increases to 5d12.
The Primal Savagery cantrip is split into the two following cantrips:
Primal Savagery
Transmutation cantrip
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Acidic Touch
Transmutation cantrip
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Instantaneous
Your hands produce an acidic aura, ready to deliver a corrosive attack. Make a melee spell attack against the target. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your hands return to normal.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).