Kaleidoscope of Subclasses
V1.4.3 By /u/3athompson
Art credit: /u/3athompson
Table of Contents
Class | Subclass | Pg# | Description | Complexity |
---|---|---|---|---|
Barb | Path of the Hulking Brute | 4 | A barbarian that can change its size when it rages. | ★☆☆☆☆ |
Barb | Path of the Phoenix | 4 | A barbarian that is consumed with immolating fire but can be reborn again. | ★★☆☆☆ |
Barb | Path of the Tosser | 5 | A barbarian that is an expert at throwing things, especially while raging. | ★☆☆☆☆ |
Barb | Path of the Wilder | 6 | A barbarian that has psionic magic that becomes unstable when raging. | ★★★★☆ |
Bard | College of Anthems | 7 | A bard that uses choral healing to keep the soul aloft. | ★★☆☆☆ |
Bard | College of Blasphemy | 8 | A bard that opts for damaging spells and rocked socks. | ★★☆☆☆ |
Bard | College of Education | 8 | A bard that bolsters and trains their allies effectively. | ★★☆☆☆ |
Bard | College of the Avatar | 9 | A bard that uses psionic emotion as a bulwark and weapon. | ★★★★★ |
Clc | Door Domain | 10 | A cleric that guards mundane and otherworldly liminal spaces. | ★★☆☆☆ |
Clc | Emptiness Domain | 11 | A cleric seeks nullity to become one with everything. | ★★★☆☆ |
Clc | Negotiation Domain | 12 | A cleric that seeks to achieve favorable resolutions. | ★★☆☆☆ |
Clc | Pain Domain | 13 | A cleric that achieves victory through hurting themselves and being hurt. | ★★★☆☆ |
Dru | Circle of Five Phases | 14 | A druid that follows the cycle of change and does not shun metal. | ★★☆☆☆ |
Dru | Cir. of the Cunning Folk | 15 | A druid that is a little witch-like and is socially manipulative. | ★★☆☆☆ |
Dru | Circle of the Flood | 15 | A druid that is shrouded in water and can summon water from the ground. | ★★★☆☆ |
Dru | Circle of the Sun | 16 | A druid that transforms into a half-plant form and fights in that form. | ★★☆☆☆ |
Ftr | Field Medic | 17 | A fighter that uses combat medicine to heal allies and punish attackers. | ★★☆☆☆ |
Ftr | Reaper | 17 | A fighter that stacks debilitating injuries on foes using sickles. | ★☆☆☆☆ |
Ftr | Shieldbreaker | 18 | A fighter that nimbly dodges then strikes armor to weaken its foes. | ★★☆☆☆ |
Ftr | Wrecker | 19 | A fighter that swings heavy weapons to daze foes. | ★☆☆☆☆ |
Monk | Way of the 72 Forms | 20 | A monk that can shapeshift into a variety of half-animal forms. | ★★★☆☆ |
Monk | Way of the Binding Chain | 21 | A monk that ensnares foes with binding spectral chains. | ★★☆☆☆ |
Monk | Way of the Steady Hand | 22 | A monk that turns into a machine and transcends humanoid limits. | ★★★☆☆ |
Monk | Way of Wen | 23 | A monk that manipulates and slices the flow of time. | ★★☆☆☆ |
Pal | Oath of Balance | 24 | A paladin that levies the arcane against the worldshakers of the planes. | ★★★☆☆ |
Pal | Oath of Blood | 25 | A paladin that made an unbreakable oath to their brothers-in-arms. | ★★☆☆☆ |
Pal | Oath of Intervention | 26 | A paladin that does what they must to cause change they wish to see. | ★★☆☆☆ |
Pal | Oath of the Rambler | 27 | A paladin that upholds neutrality and non-aggression and loves to roam. | ★★☆☆☆ |
Ran | Cloudchaser | 28 | A ranger that uses the power of wind to snipe foes from afar. | ★★☆☆☆ |
Ran | Hellrunner | 28 | A ranger that studies the ways of fiends and emulates them in combat. | ★★★☆☆ |
Ran | Mariner | 29 | A ranger that patrols the ship and the sea for threats. | ★★☆☆☆ |
Ran | Nomad | 30 | A ranger that uses their psionic talent to seek knowledge and adventure. | ★★★★☆ |
Rog | Gadgeteer | 31 | A rogue that steals artificer techniques to make weapons and devices. | ★★★☆☆ |
Rog | Planar Agent | 32 | A rogue that learns planar magic to teleport behind you. | ★★☆☆☆ |
Rog | Street Fighter | 32 | A rogue that fights with muscle and dirty tactics. | ★★☆☆☆ |
Rog | Vigilante | 33 | A rogue that fights barehanded and with agility. | ★★☆☆☆ |
Table of Contents
Class | Subclass | Pg# | Description | Complexity |
---|---|---|---|---|
Sor | Metal Magic | 34 | A sorcerer that is infused with the alchemical magic of metals. | ★☆☆☆☆ |
Sor | Portal Magic | 34 | A sorcerer that manipulates portals between space and between planes. | ★★★☆☆ |
Sor | Serpent Soul | 35 | A sorcerer that uses their ophidian heritage to poison mind and body. | ★★☆☆☆ |
Sor | Temporal Magic | 36 | A sorcerer that is unstuck in time and can manipulate its flow. | ★★☆☆☆ |
War | The Flamebearer | 37 | A warlock that carries Azerflame inside and can harshly rebuke attackers. | ★★★☆☆ |
War | The Hivemind | 38 | A warlock that has been gifted psionics by a psionic conglomerate. | ★★★★☆ |
War | The Lawbringer | 39 | A warlock that hunts down breakers of cosmic law and shapechangers. | ★★☆☆☆ |
War | The Nightmare | 39 | A warlock that is advised by a creature cut from whole dreamcloth. | ★★☆☆☆ |
Wiz | School of Blade Magic | 40 | A wizard that uses magic to create magical armor and enhance their weapons. | ★★★☆☆ |
Wiz | School of Invocation | 40 | A wizard that uses pact magic to make many small pacts with various entities. | ★★★☆☆ |
Wiz | School of Medicine | 41 | A wizard that learns healing magic and develops unique ways to heal. | ★★☆☆☆ |
Wiz | School of Psionics | 42 | A wizard that uses their psionic talent to enhance certain spells. | ★★★★☆ |
Introduction
This packet is a repository of homebrew subclasses, sometimes following a specific theme, sometimes out of the blue. Here's a list of various subclass themes that run through the document:
Tasha's Psionic Subclasses
- Path of the Wilder (Barbarian)
- College of the Avatar (Bard)
- Nomad (Ranger)
- The Hivemind (Warlock)
- School of Psionics (Wizard)
Chinese Myth and Religion-inspired
- Door Domain (Cleric)
- Emptiness Domain (Cleric)
- Circle of Five Phases (Druid)
- Way of the 72 Forms (Monk)
- Oath of Blood (Paladin)
- Vigilante (Rogue)
Gish Subclasses (Arcane + Martial)
- Oath of Balance (Paladin)
- Metal Magic (Sorcerer)
- The Flamebearer (Warlock)
- School of Blade Magic (Wizard)
1/3 Artificer (Requires Tasha's or ERLW)
- Way of the Steady Hand (Monk)
- Gadgeteer (Rogue)
Complexity
Complexity is a measure of how complex the subclass mechanics are, or how difficult the subclass is to be played efficiently. Complexity is rated on a 5-star scale, with most subclasses achieving a 2-star rating.
A 1-star rating means that the subclass should be no more complex to play than a samurai fighter or hunter conclave ranger.
A 2-star rating introduces a few more specialized mechanics that are still relatively simple to understand, or are simple subclasses on a complex class. Examples include most cleric or wizard subclasses and the Battlemaster fighter.
A 3-star rating means that the subclass requires a decent understanding of the game's mechanics. Examples include College of Glamour bard or Circle of the Moon druid
A 4-star rating introduces minions, complex resource systems, or spellcasting to a class that doesn't have it. Examples include the Beastmaster ranger and the Eldritch Knight fighter.
A 5-star rating introduces an additional resource system on top of a class with two resource systems. This is more complex than any existing subclass. The College of the Avatar requires balancing psionic dice, bardic inspiration, and spells, with some ability to switch between them.
Barbarian
Path of the Hulking Brute
Barbarians following the Path of the Hulking Brute are physically enlarged when they rage, their anger making them larger than life. Their size becomes a reflection of their emotional state.
The Path of the Hulking Brute is most often found among the largest humanoid races, as well as the smallest. The largest humanoid races enjoy growing increasingly massive, and the smallest humanoid races enjoy looking down on those who looked down on them before.
Massive Rage
3rd-level Path of the Hulking Brute feature
You visibly grow while enraged. While raging, you gain the "enlarge" effect of the enlarge/reduce spell for the duration of your rage.
Gigantism
6th-level Path of the Hulking Brute feature
You are big even when not raging. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Shrinking Calm
10th-level Path of the Hulking Brute feature
You gain the ability to still your emotions and reduce your size. When you do so, you cast the enlarge/reduce spell on yourself to gain the "reduce" effect, without using a spell slot or material components. Constitution is your spellcasting ability for this spell.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Gargantuan Rage
14th-level Path of the Hulking Brute feature
You can choose to grow even further beyond. When you gain the "enlarge" effect of the enlarge/reduce spell while raging, you can choose to octuple your size if there is enough room to do so. If you do so, your size instead octuples in all dimensions and your weight is multiplied by 500. This growth increases your size by three categories -- from Medium to Gargantuan, for example. Until you are no longer under the effects of the enlarge/reduce spell, you gain 50 temporary hit points, and your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 2d6 extra damage instead of 1d4 extra damage. When your rage ends, you suffer one level of exhaustion.
Path of the Phoenix
The barbarians who follow the Path of the Phoenix often say they have been touched by the spark of the elder elemental in their past lives, or have had a life-altering near death experience. Barbarians who follow the Path of the Phoenix transform their rage into a white-hot fury that burns their foes but also threatens to consume them as well.
Rage of the Phoenix
3rd-level Path of the Phoenix feature
Your rages can burn with the magical flames of the phoenix. If you do so, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. At the end of each of your turns while raging in this manner, you and each creature of your choice within 10 feet of you take fire damage equal to your proficiency bonus. This damage you take ignores resistance and immunity. All other creatures within 10 feet of you gain temporary hit points equal to your proficiency bonus instead of taking damage.
Cinderskin
6th-level Path of the Phoenix feature
You gain resistance to fire damage, and you don't suffer the effects of extreme heat. Moreover, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Mantle of the Phoenix
10th-level Path of the Phoenix feature
You can channel the vigor and speed of the phoenix. As a bonus action, you regain hit points equal to your level, and until your turn ends, your movement doesn’t provoke opportunity attacks.
Once you use this feature, you can’t use it again until you finish a long rest.
Explosive Rebirth
14th-level Path of the Phoenix feature
Your burning rage fuels a burning rebirth. If you fall unconscious or die while you are raging, you explode in a fiery blaze. Your body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment you were wearing or carrying. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your Constitution bonus + your proficiency bonus), taking 8d6 fire damage on a failed save, and half as much on a successful one. At the start of your next turn, you reappear in the nearest unoccupied space with 1 hit point.
Once you use this feature, you cant use it again until you finish a long rest.
Path of the Tosser
Some barbarians hail from cultures that revere strength in all its forms. These tribes view lifting heavy objects to be impressive, but throwing those heavy objects as far as possible as the mark of a true warrior.
Barbarians who follow the path of the tosser may not all agree on what should be thrown, but they all agree that whatever is thrown should be thrown as hard and as fast as possible. They enter frenzies of precision where their thrown weapons are almost an extension of their limbs and their thrown weapons return to their hand almost as if the tossers of ages past were guiding the weapons.
Thrown Weapon Fighter
3rd-level Path of the Tosser feature
You are adept at drawing throwing weapons. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
Ballistic Rage
3rd-level Path of the Tosser feature
Your throwing weapons weapons feel like an extension of your limbs is while raging. When you throw a weapon while raging on your turn, you make a melee weapon attack with the weapon with a reach equal to the weapon's long range instead of making a ranged weapon attack. The weapon returns to your hand immediately after your attack.
Additionally, the first creature you hit on each of your turns with a thrown weapon attack is subjected to an additional effect depending on the damage type it deals.
Slashing. The attack deals additional damage equal to half your barbarian level. The next attack roll against that creature is made with advantage before the end of your next turn.
Piercing. The creature is pulled up to 15 feet straight towards you. If the creature ends this movement within 5 feet of you, you can attempt to grapple it as part of the same attack.
Bludgeoning. The creature is pushed up to 15 feet away from you. If the pushed creature comes into contact with a solid surface, such as a wall or floor, it falls prone if it is Large or smaller.
Throwing Style
6th-level Path of the Tosser feature
You gain one hard-earned benefit based on the style of weapon tossing you favor.
Pinpoint Precision. When you throw a weapon, the weapon's range is doubled. You also have advantage on Dexterity (Sleight of Hand) checks.
Raw Strength. Melee weapons without the heavy property have the thrown property with a normal range of 20 feet and a long range of 60 feet for you Your carrying capacity (including maximum load and maximum lift) is also doubled.
Near Miss
10th-level Path of the Tosser feature
Your near-misses are terrifying in their precision. If you miss a thrown weapon attack against a target that can see or hear you, you can use your reaction to force the target to make a Wisdom saving throw. On a failure, the target is frightened of you until the start of your next turn.
The DC equals 8 + your proficiency bonus + your Strength modifier.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Weighty Throw
14th-level Path of the Tosser feature
Your thrown weapons gain additional properties depending on how heavy they are.
Light. While raging, your thrown weapon attacks with weapons with the light property score a critical hit on a roll of 19 or 20, and you roll two additional weapon dice when determining the extra damage for a critical hit.
Medium. While raging, your thrown weapon attacks with weapons without the light property have their range doubled, and they deal an additional 1d8 damage when they hit a creature.
Heavy. While raging, you can use an action to lift and toss an object that is large or medium and is no heavier than your carrying capacity. Make a thrown weapon attack with proficiency against a creature or object within 30 feet of you. On a hit, the object and what it strikes each take magical bludgeoning damage equal to 2d12 + your Strength score.
Path of the Wilder
Some people find strange and dangerous powers awaken within themselves. They might not know how to control them, leaving to widespread destruction when their emotional state becomes unhinged. Barbarians who follow the path of the Wilder possess psionic powers that mimic spellcasting when they are calm and become unfocused and chaotic when they are raging.
Psionic Power
3rd-level Path of the Wilder feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Overwhelming Force. While you are raging, you can expend one Psionic Energy die to increase your reach to 30 feet until the end of your next turn for the purposes of making a Strength check, such as grappling or shoving a creature or pushing, pulling, or breaking an object. You gain a bonus to the strength check equal to the roll.
Psy Retaliation. When you take damage from a creature within 10 feet of you while raging, you can expend one Psionic Energy die as a reaction and roll it. That creature must make a Wisdom saving throw, taking psychic damage equal to the roll plus your Charisma modifier on a failure, or half as much on a success.
Telekinetic Jump. When you rage, or as a bonus action while raging, you can expend 1 Psionic Energy die and roll it. You can then can jump a number of feet equal to five times the roll, without provoking opportunity attacks or taking falling damage from the jump. You can use this feature only if your speed is greater than 0,
Psionic Spells
3rd-level Path of the Wilder feature
You awaken the power of psionic spellcasting, which you can use when not raging. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Psionic Casting
You convert Psionic Energy dice into spell slots used to cast your spells, which are detailed below. To cast one of these spells, you must expend two or more Psionic Energy dice to create a spell slot, which you then immediately use to cast the spell. The Psionic Energy dice cost is shown in the Psionic Spells table.
For example, if you know the 1st-level spell burning hands and have 3 Psionic Energy dice at 5th level, you can expend 2 Psionic Energy dice to create a 1st level slot to cast the spell or 3 Psionic Energy dice to create a 2nd level spell slot to cast the spell.
Spells Known of 1st-Level and Higher
You know two 1st-level sorcerer spells of your choice. You gain two additional spells at 6th, 10th, and 14th level. Each of these spells must be a sorcerer spell of your choice, and must be at or below the spell level shown in the Psionic Spells table.
Psionic Spells
Barbarian Levels | Spell Slot Level | Psionic Dice Cost |
---|---|---|
3-4 | 1st | 2 |
5-8 | 2nd | 3 |
9-12 | 3rd | 4 |
13-16 | 4th | 5 |
17-20 | 5th | 6 |
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level at or below the spell level shown in the Psionic Spells table.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since your spells are due to your innate psionic power. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Font of Psionics
6th-level Path of the Wilder feature
When you cast a sorcerer spell of 2nd level or higher using a spell slot, you create another spell slot, which you can use to cast your psionic spells instead converting Psionic Energy dice. The slot you create must be of a level lower than the spell you cast and can’t be higher than 3rd level.
Any spell slot you create with this feature vanishes when you finish a long rest.
Psionic Dreadnought
10th-level Path of the Wilder feature
Your psionic powers grow stronger while raging and can be used while focused. You can use your psionic powers while you aren't raging. Whenever you use a psionic power while raging, you roll the expended Psionic Energy die twice.
Unstable Focus
14th-level Path of the Wilder feature
You have mastered psionics while raging, allowing you to cast spells while raging. If your concentration on a spell ends while you are raging, you and each creature within 10 feet of you takes psychic damage equal to 3 rolls of your Psionic Energy dice.
Bard
College of Anthems
Bards in the College of Anthems congregate to sing odes to the heroes and to the divine. Unusual among bards, those that follow the College of Anthems believe that music and magic is best shared.
Choral Healing
3rd-level College of Anthems feature
Your singing bolsters your allies. A creature that has a Bardic Inspiration die from you magically hovers an inch above the ground and is unaffected by ground-based effects.
As a bonus action, you can expend one use of your Bardic Inspiration to target one creature that is not undead or a construct that you can see within 60 feet of you. The creature regains a number of hit points equal the number rolled on the Bardic Inspiration die plus your Charisma modifier. If the creature is prone, it can use its reaction to stand up.
Liturgy of Hope
3rd-level College of Anthems feature
When you use your song of rest feature, all creatures listening to the song regain hit points equal to your Charisma modifier, even if they did not spend hit dice.
Group Chant
6th-level College of Anthems feature
You can spend 10 minutes conducting a group chant with your companions, empowering them through the power of song. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. You grant one of the following effects to all creatures that took part in the chant:
Chant of Calm. Each creature gains a +2 bonus to saving throws they make against being charmed or frightened for 1 hour. If a creature benefits from your countercharm feature during this time, any effects charming or frightening the creature are suppressed until the creature no longer benefits from your countercharm. This bonus increases to +4 at 10th level and +6 at 15th level.
Chant of Hope. Each creature regains hit points or gains temporary hit points (your choice) equal to your Bard level + your Charisma modifier. Constructs or undead can only gain temporary hit points.
Chant of Inspiration. Each creature gains a use of your Bardic Inspiration, which lasts for 1 hour.
Chant of Valor. Each creature gains the following benefit for 1 hour: when the creature creature hits a target with an attack roll and deals damage to it, the creature can roll a d4 and gain a bonus to the damage equal to the number rolled. This bonus increases to 1d6 at 10th level and 1d8 at 15th level.
A creature can't benefit from this ability again until it has finished a short or long rest.
Song of Flight
14th-level College of Anthems feature
You grow a pair of spectral eagle wings from your back.
In addition, as a bonus action, you can assume a magically angelic form for 10 minutes or until your concentration ends (as if you were concentrating on a spell). You gain the following benefits for the duration:
- Your wings corporealize as you gain a flying speed of 60 feet.
- A creature that has one of your Bardic Inspiration Dice has a flying speed of 30 feet.
- Whenever you restore hit points to a creature, you roll your Song of Rest die and the creature restores additional hit points equal to the total.
- Whenever you cast a spell that restores a creature to life, you can cast the spell as an action, and the creature regains additional hit points equal to your Bard level.
Once you assume this angelic presence, you can’t do so again until you finish a short or long rest.
College of Blasphemy
Bards in the College of Blasphemy consort with beings from the lower planes to gain inspiration and because it is "totally hardcore". They often attempt to seek fame, fortune, and glory, and are stereotyped as being quite selfish and egotistical. Since members of the College of Blasphemy aren't required to actually consort with fiends, many simply adopt the trappings of fiends to bring ridicule on tyrants who openly admonish fiends but privately make pacts with them.
Bonus Cantrips
3rd-level College of Blasphemy feature
You gain two cantrips of your choice from the warlock spell list. For you, these cantrips count as bard cantrips.
Dark Words
3rd-level College of Blasphemy feature
You gain the ability to make your spells more damaging. When you cast a spell that deals damage, you can expend one use of your Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to one damage roll of that spell. You can do so only once per round on your turn.
Dark Secrets
6th-level College of Blasphemy feature
You learn two spells of your choice from any class. A spell you choose must be a spell that deals damage and must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Minions of Blasphemy
14th-level College of Blasphemy feature
All have heard of your deeds. Unless given a reason to believe otherwise, a creature with an intelligence score of 8 or higher regards you as a friendly acquaintance.
In addition, as a bonus action, you can enter a magical guise of blasphemy for 1 minute or until you are incapacitated. When you use this feature and as a bonus action on all subsequent turns the guise is active , you can target one creature that you can see and that can hear you within 60 feet of you. The creature must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a failure, the target must use its reaction to make a melee attack against a creature other than itself that you mentally choose. If the target can't use its reaction in this way, it can't take reactions until the start of its next turn.
Once you assume this blasphemous guise, you can’t do so again until you finish a short or long rest.
College of Education
Bards in the College of Education collect their knowledge for a purpose. They believe that they may not be the strongest or smartest, but they try and ensure that whoever they train will be. They scour the world for worthy pupils, instill those pupils with physical, mental, and moral training matching their worldview, and watch vicariously from the sidelines as their pupils make their marks on the world in the bard's stead.
Bonus Proficiencies
3rd-level College of Education feature
You gain proficiency with two skills of your choice and two weapons of your choice.
Ingrained Knowledge
3rd-level College of Education feature
Your inspiration allows feats beyond compare. Your bardic inspiration lasts 1 hour. Additionally, if a creature other than you rolls one of your Bardic Inspiration dice, the die decreases by one size after the roll instead of becoming lost, unless the die is a d4. For example, if the die is a d6 and you roll a 6, it becomes a d4.
Combat Tutelage
6th-level College of Education feature
Your capacity for teaching others is beyond compare. If you take the attack action or cast a cantrip on your turn, you can target a creature within 30 feet of you that can see and hear you as part of the action. That creature can use its reaction to make a weapon attack or cast a cantrip.
You can’t use this feature on that creature again until you finish a short or long rest.
Group Training
14th-level College of Education feature
When you make an ability check, you can expend one use of Bardic Inspiration to roll a Bardic Inspiration die. Each creature of your choice other than yourself that you can see within 30 feet of you adds the number rolled to the next ability check of the same type they make before the start of your next turn.
College of the Avatar
A bard that practices the College of the Avatar taps into their own emotional aura, mastering their mind to an extent that they can manipulate the emotions of both friend and foe. They can bolster their allies with positive emotions and strike their enemies with negative emotions.
Telepathy
3rd-level College of the Avatar feature
Your connection with thought and emotion gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Psionic Power
3rd-level College of the Avatar feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Psionic Inspiration. As a bonus action, you can expend two Psionic Energy dice and give one creature within 30 feet of you other than yourself one Bardic Inspiration die, without expending a use of that feature. The creature must be able to receive telepathic messages from you, otherwise this ability fails. When you reach 5th level in this class, you expend one Psionic Energy die instead.
Mental Correction. When a creature within 30 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, you can use your reaction to expend one Psionic Energy die to let the creature keep the Bardic Inspiration die. The creature must be able to receive telepathic messages from you, otherwise this ability fails.
Psi-bolstered Versatility. When your nonpsionic ability fails you, your psionic power can help: if you fail an ability check using a skill or tool, you can roll one Psionic Energy die and add half the number rolled to the check (rounded down), potentially turning failure into success. You expend the die only if the roll succeeds.
Avatar's Mantle
6th-level College of the Avatar feature
You surround yourself with an magical emotional aura that bolsters your allies. You can adopt a mantle as an action, and you lose the mantle when you are incapacitated or when you adopt a new mantle. A creature cannot benefit from your mantle's effects if it cannot receive telepathic messages from you.
Mantle of Courage. While this mantle is active, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened. When a creature expends one of your Bardic Inspiration dice, it gains temporary hit points equal to the number rolled.
Mantle of Fury. While this mantle is active, you and allies within 10 feet of you who can see you have advantage on saving throws against being charmed. When a creature expends one of your Bardic Inspiration dice, it can roll a d4 the next time it deals damage before the end of its next turn and add the number rolled to the damage roll.
Mantle of Joy. While this mantle is active, whenever you use a spell of 1st level or higher to restore hit points to a creature within 10 feet of you, the creature regains 2 additional hit points. When a creature expends one of your Bardic Inspiration dice, it can roll a d4 and regain a number of hit points equal to the roll.
Mantle of Trust. While this mantle is active, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn. When a creature expends one of your Bardic Inspiration dice, its movement speed increases by 20 feet until the end of its next turn.
Avatar's Crown
14th-level College of the Avatar feature
You can magically weaponize emotions to hinder enemies. As an action, you expend one to four Psionic Energy dice, choose a crown below, and force creatures of your choice within 30 feet of you to make a Wisdom saving throw against your spell save DC. A creature must be able to receive telepathic messages from you, otherwise the creature is unaffected. On a failed save, a creature takes psychic damage equal to the sum of the rolled Psionic Energy dice plus your Charisma modifier and suffers an additional effect depending on the chosen crown. On a successful save, a creature takes half as much damage and suffers no other effect.
Crown of Disgust. On a failed save, a target's speed is reduced to 0 until the end of its next turn if it isn't immune to being frightened.
Crown of Fear. On a failed save, a target is frightened of you until the end of its next turn.
Crown of Rage. On a failed save, a target must immediately use its reaction to move its speed in a straight line toward its nearest enemy if it isn't immune to being charmed.
Crown of Awe. On a failed save, a target is charmed by you until the end of its next turn.
Cleric
Door Domain
Boundaries exist everywhere. Clerics of the door domain concern themselves with liminality. At the most mundane level, they patrol the basic boundary between the inside and outside. They also patrol the boundary between life and death, between near and far, and between reality and the far realms.
Door Domain Spells
Cleric Level | Spells |
---|---|
1st | alarm, arms of Hadar |
3rd | arcane lock, knock |
5th | blink, hunger of Hadar |
7th | private sanctum, dimension door |
9th | passwall, contact other plane |
Bonus Proficiencies
1st-level Door Domain feature
At 1st level, you gain proficiency with martial weapons and heavy armor.
Steward of Doors
1st-level Door Domain feature
You learn the thaumaturgy cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 60 feet, and you can cast it as a bonus action.
Watcher at the Door
1st-level Door Domain feature
You can open your own senses to the extraplanar and the unseen. As an action, you can open your awareness to magically detect aberrations, celestials, elementals, fey, fiends, and undead. Until the end of your next turn, you know the location of any aberrations, celestials, elementals, fey, fiends, and undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. You can detect creatures who are invisible or are in the Ethereal Plane as well. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Weaken Good and Evil
2nd-level Door Domain feature
Starting at 2nd level, you can use your Channel Divinity to weaken otherworldly creatures.
As an action, you present your holy symbol, and all aberrations, celestials, elementals, fey, fiends, and undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has disadvantage on attack rolls, and can't charm, possess, or frighten another creature for 1 minute. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
After you reach 5th level, when a creature fails its saving throw against your Weaken Good and Evil feature, the creature is sent back to its home plane (if it isn't there already) and its challenge rating is at or below a certain threshold, as shown on the Weaken Good and Evil table. If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Weaken Good and Evil
Cleric Level | Banishes Creatures of CR ... |
---|---|
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Spatial Inversion
6th-level Door Domain feature
You can manipulate the boundary of space between creatures in a minor way. As a bonus action, you can touch a creature within 5 feet of you. You and the creature teleport, swapping places. An unwilling creature that succeeds on a Wisdom saving throw causes the teleportation to fail.
Divine Strike
8th-level Door Domain feature
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Sentinel at the Door
17th-level Door Domain feature
You face no barrier to those attempting to cross thresholds. You can cast the etherealness spell at will.
Emptiness Domain
Clerics of the Emptiness Domain, also sometimes referred to as the Void domain, typically do not worship any one particular deity, but instead look up to all deities that have ascended from mortality and achieved enlightenment. The clerics seek to attain a state of perfect null, so that they may become everything at the same time.
Emptiness Domain Spells
Cleric Level | Spells |
---|---|
1st | comprehend languages, disguise self |
3rd | alter self, invisibility |
5th | gaseous form, nondetection |
7th | greater invisibility, polymorph |
9th | creation, seeming |
Unarmored Defense
1st-level Emptiness Domain feature
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Form is Emptiness, Emptiness is Form
1st-level Emptiness Domain feature
You can invoke the connection of the void to transmute a target into nothingness then back again. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to teleport up to 15 feet to an unoccupied space you can see.
If the spell targets more than one ally, you choose the ally who can teleport.
Channel Divinity: Equality of All Things in Emptiness
2nd-level Emptiness Domain feature
You can use your Channel Divinity to make something anything or nothing. As an action, you choose one creature within 30 feet of you and change its metaphysical properties for 1 minute. If the target is unwilling, it can make a Charisma saving throw to resist the effect. Choose one of the following metaphysical properties that apply for the duration to the affected creature.
All is Empty. If the creature is targeted by a spell, including one cast by allies or itself, roll a d20. On an 11 or higher, the spell doesn't take effect on the creature, and the spell is wasted if the creature was the only target.
All is Equal. The creature can be targeted by any spell, unless the creature is behind total cover from the caster. Any other restrictions are waived, including being able to see the creature and the creature being the wrong creature type.
Channel Divinity: Consciousness is the Only Reality
6th-level Emptiness Domain feature
You can use your Channel Divinity to mass awaken the true perception of reality. As an action, you choose any number of creatures within 30 feet of you, altering their perception of reality for 1 minute or until your concentration is broken (as if you are concentrating on a spell). If a target is unwilling, it can make an Intelligence saving throw against illusion to resist the effect. Choose one of the following perceptions of reality to apply to all affected creatures.
Nothing is Real. An affected creature is convinced that nothing else exists. For the duration, the creature is incapacitated, is immune to all damage, can't move or speak, and is unaware of its surroundings. This effect ends for an affected creature if someone else uses an action to shake the creature out of its stupor.
You are not Real. Choose one affected creature. For the duration, all other affected creatures are convinced that the chosen creature does not exist, and the chosen creature can't target the other creatures that failed the saving throw with spells, attacks, or abilities.
Potent Spellcasting
8th-level Emptiness Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Empty Self
17th-level Emptiness Domain feature
You gain the following benefits:
- You no longer age.
- You are immune to disease.
- You are immune to effects that would trap or destroy your soul, and you can't be turned undead.
- If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), it can provide a new body if your original body no longer exists. The spell also works no matter how long ago you died.
One with Everything
17th-level Emptiness Domain feature
You can connect to the multiplicity of everything. If you die, you temporarily become one with everything. Alternately, you can use your divine intervention to request to become one with everything. When you die or if your divine intervention succeeds, you choose one creature within 120 feet of you. You take precise and total control over the creature's actions until the start of your next turn, though you cannot give the creature a suicidal command.
Negotiation Domain
The negotiation domain represents gods whose followers preach unity and understanding. Clerics of the negotiation domain seek to effect change through diplomacy and sometimes grit.
Negotiation Domain Spells
Cleric Level | Domain Spells |
---|---|
1st | comprehend languages, sanctuary |
3rd | calm emotions, warding bond |
5th | hypnotic pattern, tongues |
7th | aura of life, resilient sphere |
9th | geas, wall of force |
Bonus Proficiency
1st-level Negotiation Domain feature
You gain proficiency with heavy armor.
Prisoner of War
1st-level Negotiation Domain feature
Your commitment to a diplomatic resolution is evident in combat. If you reduce a creature to 0 hit points with damage from your weapons or spells, you can choose to spare the creature. The creature is instead reduced to 1 hit point and is incapacitated for 1 minute. The creature becomes docile and obeys your verbal commands that are reasonable to a creature that is surrendering.
Channel Divinity: Ceasefire
2nd-level Negotiation Domain feature
You can use your Channel Divinity to stop a conflict in progress.
As an action, you present your holy symbol, and implore everyone to stand down. Each creature within 60 feet of you is warded for 1 minute. Any creature who targets a warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target that isn't warded or lose the attack or spell. This spell doesn't protect a warded creature from area effects, such as the explosion of a fireball.
If any warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends.
Dampen Violence
6th-level Negotiation Domain feature
When you or a creature within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to grant resistance to the creature against that instance of the damage. If the creature is reduced to 0 hit points from the attack, the creature falls unconscious and is stable.
Potent Spellcasting
8th-level Negotiation Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Avatar of Diplomacy
17th-level Negotiation Domain feature
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Pain Domain
Gods that represent pain can be obsessed with inflicting pain, or could see pain as ubiquitous and endurable.
Pain Domain Spells
Cleric Level | Spells |
---|---|
1st | bane, inflict wounds |
3rd | spiritual weapon, warding bond |
5th | bestow curse, vampiric touch |
7th | aura of life, stoneskin |
9th | contagion, hold monster |
Bonus Proficiencies
1st-level Pain Domain feature
You gain proficiency with martial weapons.
Martyr's Flesh
1st-level Pain Domain feature
Your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.
Additionally, when you are concentrating on a cleric spell and you are wearing no armor and not wearing a shield, you gain the following benefits:
- If you are hit by an attack, the damage of the attack is reduced by 3 + your cleric level, to a minimum of half the damage of the attack.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on the spell. The bonus equals your Wisdom modifier (minimum of +1).
Channel Divinity: Self-Sacrifice
2nd-level Pain Domain feature
You can use your Channel Divinity to be a martyr unto your fellows. As a bonus action, you can take necrotic damage equal to 1d6 plus twice your cleric level. This damage cannot be reduced in any way. Up to 5 other creatures of your choice within 60 feet of you regain hit points equal to half the damage you took. If the damage from this feature reduces you to 0 hit points, the heal amount is doubled.
Joy in Suffering
6th-level Pain Domain feature
When you take damage, you can use your reaction to cause a creature of your choice you can see other than yourself within 60 feet of you to regain hit points equal to half the damage you took (rounded down).
Divine Strike
8th-level Pain Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Suffering in the Flesh
17th-level Pain Domain feature
If you are concentrating on a cleric spell and you are reduced to 0 hit points but not killed outright, you can choose to end concentration on the spell and drop to 1 hit point instead.
Druid
Circle of Five Phases
Druids of the Circle of Five Phases attune themselves to the five elements of change: earth, fire, water, wood, and metal. These druids seek to live in harmony with civilization as well as nature. These druids believe that everything operates via cycle, and seek to change their phases like the passage of the stars or the progression of the seasons.
Bonus Proficiencies
2nd-level Circle of Five Phases feature
You gain proficiency with martial weapons and heavy armor, and you can wear armor and use shields made of metal.
Circle Spells
2nd-level Circle of Five Phases feature
Your mystical connection to the elements infuses you with the ability to cast certain Spells. At 2nd level, you gain the blade ward cantrip. For you, this cantrip counts as a druid cantrip. At 3rd, 5th, 7th, and 9th level you gain access to circle Spells connected to your training as a druid of the Circle of Five Phases.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Five Phases Spells
Druid Level | Circle Spells |
---|---|
3rd | cloud of daggers, magic weapon |
5th | conjure barrage, elemental weapon |
7th | divination, fabricate |
9th | conjure volley, legend lore |
Mantle of Five Phases
2nd-level Circle of Five Phases feature
Your connection with nature is embodied by the cosmic cycle of the elements. As an action, you can expend a use of your Wild Shape feature to attune to the elements, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class.
The first time you hit a creature with a weapon attack on each of your turns while in the form, you can empower it with the phases. You deal an additional 1d6 weapon damage to the target, and you can impose one of the following effects:
- You deal 1d8 slashing damage against a different creature that is within 5 feet of the original target and within range of your weapon.
- The target is knocked back 5 feet.
- The target can't take reactions until the start of your next turn.
- You deal 1d4 fire damage against up to three other creatures within 5 feet of the target.
- You gain half cover from the target until the start of your next turn.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Extra Attack
6th-level Circle of Five Phases feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Flow of Five Phases
10th-level Circle of Five Phases feature
You can empower your weapon with the phases the second time you hit a creature with a weapon attack on your turn while in the form, but you can't choose the same effect that was selected for the first attack.
Armor of Five Phases
14th-level Circle of Five Phases feature
While you wear your Mantle of Five Phases, you gain resistance to bludgeoning, cold, fire, slashing, and thunder damage.
Circle of the Cunning Folk
Druids of the Circle of the Cunning Folk are often hidden in plain sight throughout villages everywhere. They are typically experienced village elders that use their connection to the natural world to act as caretakers for a village or region. People rarely consider the magic of cunning folk as evil, but most cunning folk prefer to have their subjects fearful of them in order to maintain respect.
Circle Spells
2nd-level Circle of the Cunning Folk feature
Your mystical connection to your people infuses you with the ability to cast certain Spells. At 2nd level, you gain one cantrip of your choice from the cleric spell list. For you, this cantrip counts as a druid cantrip. At 3rd, 5th, 7th, and 9th level you gain access to circle Spells connected to your training as a Cunning Folk.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Cunning Folk spells
Druid Level | Circle Spells |
---|---|
3rd | calm emotions, suggestion |
5th | bestow curse, fear |
7th | compulsion, dominate beast |
9th | dominate person, scrying |
Evil Eye
2nd-level Circle of the Cunning Folk feature
You can glare at a creature and mark them with your supernatural malevolence. As a bonus action, you can expend a use of your Wild Shape feature to magically place a curse on a creature you can see within 60 feet of you, rather than transforming into a beast. The creature is cursed for a number of hours equal to your druid level or until you are incapacitated or die.
The effect of the curse depends on the type of curse you place from the options below.
Curse of Vengeance. The first time on a turn the target of the curse damages another creature, it takes psychic damage equal to your druid level.
Curse of Weakness. The first time on a turn the target of the curse damages another creature, the damage is reduced by your druid level. If the creature damages multiple targets, you choose which creature the damage reduction applies to.
Curse of Lethargy. The target's speed is reduced by 10 feet and it can't take reactions.
Learned Manipulator
6th-level Circle of the Cunning Folk feature
Your insight into other people lets you manipulate them better. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Untouchable
10th-level Circle of the Cunning Folk feature
Your reputation precedes you. At the end of a Long Rest, you gain the effect of a sanctuary spell that lasts until the start of your next Long Rest (the spell can end early as normal). The saving throw DC for the spell equals your Druid save DC.
Silver Tongue
14th-level Circle of the Cunning Folk feature
Your very words are laced with magic. You can cast the suggestion spell on a humanoid without expending a spell slot. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
Circle of the Flood
Druids of the Circle of the Flood say that there is water under us, around us, and within us. The druids are found near coastal areas or near undersea kingdoms, but may also be found in regions where water has long since passed. Druids of the Circle of the Flood seek to bring diluvian vengeance upon those that would steal or pollute water.
Circle Spells
2nd-level Circle of the Flood feature
Your mystical connection to the deep infuses you with the ability to cast certain Spells. At 2nd level, you gain the acid splash cantrip. For you, this cantrip counts as a druid cantrip. At 3rd, 5th, 7th, and 9th level you gain access to circle Spells connected to your training as a druid of the Circle of the Flood.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Flood Spells
Druid Level | Circle Spells |
---|---|
3rd | acid arrow, blur |
5th | protection from energy, water breathing |
7th | black tentacles, control water |
9th | cone of cold, conjure elemental |
Deep Bond
2nd-level Circle of the Flood feature
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
Watery Shroud
2nd-level Circle of the Flood feature
Watery spirits cling to you. As a bonus action, you can expend a use of your Wild Shape feature to veil yourself in a watery shroud, rather than transforming into a beast.
The watery shroud lasts for 1 hour. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
While you wear your watery shroud, you gain certain benefits:
Immersion. You are considered to be underwater, and you can use your swimming speed instead of your walking speed.
Groundswell. Whenever you expend a spell slot to cast a spell that requires concentration, you can call the water deep underground to the surface. Water floods the ground to a depth of 1 foot in a radius of 30 feet around you until you stop concentrating on the spell. The area becomes difficult terrain for all creatures except you for the duration.
Grasp of the Depths. You can create watery tendrils to snare your foes. As an action, you can create a 5-foot-radius pool of water to a depth of 1 foot filled with watery tentacles under one creature on the ground within 30 feet of you. The target must make a Strength saving throw against your druid spell DC, taking bludgeoning damage equal to 2d6 + your Druid level on a failure or half as much damage on a success. If a large or smaller creature fails the saving throw, it is restrained by the pool of water. The pool of water is difficult terrain for all creatures except you, and it disappears at the end of your next turn.
Perfect Water
6th-level Circle of the Flood feature
Your aqueous nature allows you to mitigate rapid temperature changes. You gain resistance to cold and fire damage.
Dampen Force
10th-level Circle of the Flood feature
When an attacker that you can see hits you with an attack while you are wearing your watery shroud, you can use your reaction to reduce the attack’s damage against you by your Wisdom modifier + half your Druid level.
Flood's Fury
14th-level Circle of the Flood feature
You channel the rage of the diluvial. You can use a bonus action to target any number of creatures you can see in at least 1 foot of water within 30 feet of you. A target must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage.
Circle of the Sun
As the Circle of the Moon concerns itself with transformation into beasts, the Circle of the Sun concerns itself with pseudo-transformations into plants. Druids of the Circle of the Sun prefer to enter deep meditation in vast forests, trackless grassy plains, and quiet groves. They reinforce their skin with the hardness of thick bark, they channel energy through wooden weapons to cause them to be as hard as steel, and they emanate vines that selectively slow their foes.
Wild Growth
2nd-level Circle of the Sun feature
As a bonus action, you can expend a use of your Wild Shape feature to enter a form that is half plant, rather than transforming into a beast form. While this feature is active, you gain the following benefits:
- If you make an attack with a club or quarterstaff, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The weapon's damage die increases to a d10 at 10th level.
- You gain a +2 bonus to AC as long as you aren't wearing armor or using a shield made of metal. This AC bonus increases to +3 at 10th level.
- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
These benefits last for 1 hour or until you use your Wild Shape again.
Extra Attack
6th-level Circle of the Sun feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Ingrained Roots
10th-level Circle of the Sun feature
If you end your turn on the ground while your Wild Growth feature is active, you gain temporary hit points equal to half your druid level (rounded down).
Investiture of Thorns
14th-level Circle of the Sun feature
You can expend two uses of Wild Shape at the same time to enhance your Wild Growth. If you do so, you gain the following benefits for the duration of your Wild Growth:
- You have resistance to bludgeoning and piercing damage.
- When a creature moves into or within the difficult terrain that you create with Wild Growth, you can cause it to take 2d4 piercing damage for every 5 feet it travels (no action required).
- Whenever a creature within 5 feet of you touches you or hits you with a melee attack, it takes 1d4 piercing damage.
Fighter
Field Medic
The field medic is the angel of wounded soldiers. They apply mundane battlefield medicine to the injured and fallen and are skilled at moving incapacitated allies away from the field of battle. Woe betide one who attacks the field medic's charges.
Medical Training
3rd-level Field Medic feature
You gain proficiency in Wisdom (Medicine) checks, and you gain proficiency with the Herbalism kit. You also use a bonus action to attempt to stabilize a creature or to grapple an incapacitated target.
Torniquet
3rd-level Field Medic feature
Your superior gain the ability to heal wounds. As an action, you can bandage the wounds of one creature you can touch. The creature regains hit points equal to 2d6 + your Wisdom modifier.
You can use this feature twice. You gain an extra use of this feature at 7th level and at 15th level. You regain all expended uses when you finish a long rest.
Medic's Revenge
3rd-level Field Medic feature
You become adept at punishing those who hit your charges. If a creature you can see deals damage to a friendly creature, you can use your reaction to mark the attacking creature. Until the end of your next turn, you have advantage on attack rolls against the marked creature.
You can use this feature four times. You gain an extra use of this feature at 10th level and at 18th level. You regain all expended uses when you finish a long rest.
Triage
7th-level Field Medic feature
When you use your Action Surge, you can use Tourniquet as a bonus action, all opportunity attacks are made with disadvantage against you, your carrying capacity doubles, and your speed isn't halved when dragging or carrying creatures until the end of the turn.
Improved Medicine
10th-level Field Medic feature
Your tourniquet ability heals 4d6 + your Wisdom modifier. You can also cast lesser restoration without expending a spell slot and without preparing the spell, You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Without Borders
15th-level Field Medic feature
When you roll initiative and have no uses of Medic's Revenge remaining, you regain one use.
Red Cross
18th-level Field Medic feature
Your torniquet ability heals 8d6 + your Wisdom modifier. You can also cast greater restoration without expending a spell slot, without preparing the spell, and without material components. Once you cast the spell with this feature, you can’t cast it again until you finish a long rest.
Reaper
Practitioners of the reaper school of combat learn to use humble sickles as fearsome creators of gory wounds. With the sharpened blade of sickles, they tear at the flesh and turn small nicks into gaping wounds and debilitating injuries in the blink of an eye.
Herbal Lore
3rd-level Reaper feature
You gain proficiency in the medicine skill and the herbalist kit.
Grievous Wounds
3rd-level Reaper feature
You learn how to cut enemies so your subsequent blows are increasingly more painful.
When you deal slashing damage to a creature other than an undead or a construct with a sickle, you can apply a grievous wound to the target. Each time you hit a creature that has a grievous wound with a sickle, the creature takes an additional 1d4 slashing damage for each grievous wound it has from your attack. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check with a DC equal to 8 + your proficiency bonus + your Strength modifier. The wound also closes if the target receives magical healing.
A creature can only have one grievous wound at a time. Starting at 7th level, a creature can have 2 grievous wounds at the same time. Starting at 15th level, a creature can have 3 grievous wounds at the same time.
Hobble
7th-level Reaper feature
You can make your cuts more insidious. The first time on your turn that you hit a creature with a grievous wound, the creature's speed is reduced by 10 until the start of your next turn, and it has disadvantage on the first attack roll it makes before the start of your next turn.
Blade Catch
10th-level Reaper feature
You can use your weapons to catch and deflect attacks. When a creature hits you with a melee attack and you are wielding a sickle, you can use your reaction to reduce the you take by half your fighter level (this can't reduce the damage below 1). The creature then has disadvantage on the next attack roll it makes before the start of its next turn while it remains within your reach.
You can use this feature twice, and you regain all expended uses on a short or long rest.
Rending Critical
15th-level Reaper feature
Your sharpest blows hasten your enemy's demise. When you score a critical hit with a scythe, you can apply up to 2 grievous wounds to the target at the same time.
Blood Feast
18th-level Reaper feature
You can steal the vitality of creatures you have wounded. The first time on your turn that you hit a creature that has a grievous wound, you gain 4d4+4 temporary hit points.
Shieldbreaker
The Shieldbreaker is a highly mobile skirmisher's fighting style that acrobatically baits enemies into overextending. Whereas most would attempt to attack an enemy where they do not have armor, the shieldbreaker can attack a foe's armor or guard to make them more vulnerable to further attacks.
Nimble Fighting
3rd-level Shieldbreaker feature
You gain the following benefits while you aren’t wearing heavy armor:
- You can use Dexterity instead of Strength for the attack and damage rolls of any melee weapon that lacks the heavy and special properties.
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- Other creatures have disadvantage on opportunity attack rolls against you.
Armor Breaker
3rd-level Shieldbreaker feature
You can make an armor-piercing attack that is effective even when it strikes armor. When you make melee attack against a creature with a weapon that lacks the heavy or special properties, you can attempt to break the creature's armor. This attack scores a critical hit if the number on the d20 is 18 or higher. You can also choose to miss this attack.
If the attack hits, the target takes an additional 1d6 damage, and it can't take reactions until the start of its next turn.
If the attack misses, attack rolls against that creature are made with advantage until the end of your next turn.
You have four uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain another use at 7th level and one more at 15th level.
Elegant Dodge
7th-level Shieldbreaker feature
You can flow with the strikes. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you, and you can move up to half your speed without provoking opportunity attacks as part of the same reaction.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Dash and Slash
10th-level Shieldbreaker feature
You become a master at riposting enemies that try to stop you. Directly after you leave a creature's reach, you can use your reaction to make a melee weapon attack against that creature with a weapon that lacks the heavy and special properties, provided the foe is within your reach. You make this attack after the creature makes their opportunity attack.
Piercing Thrust
15th-level Shieldbreaker feature
You can pierce through entire crowds with fluid motions. If you are holding a weapon that lacks the special or heavy properties, you can expend a use of your Armor Breaker feature as an action to move in a straight line up to your movement speed. You can move through the space of another creature during this movement, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied.
Each creature of your choice that you passed through the space of must make a Dexterity saving throw, taking 6d8 damage of the weapon's type on a failed saving throw, or half as much damage on a successful save.
Piercing Thrust save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Precision Break
15th-level Shieldbreaker feature
You damage of your armor breaker feature increases to a d8, and if you score a critical hit, you roll the damage die three times for a total of 3d8 damage.
Blade Dance
18th-level Shieldbreaker feature
You can weave through massive crowds with ease. You can use a bonus action on your turn to get a special reaction that you can take as many times as you want on your turn, but only once per creature. You can use this special reaction only to use your Dash and Slash feature. At the end of your turn, you can't make reactions until the start of your next turn.
Wrecker
Wreckers are a martial order that aim to destroy weaknesses in fortifications and formations with heavy weaponry. Their blows with their weapons are so powerful they can daze or even stun their foes.
Eye for Destruction
3rd-level Wrecker feature
You gain proficiency in stonemason's tools, and you deal double damage to objects and structures.
Brutal Smash
3rd-level Wrecker feature
You learn how to pierce the armor of enemies to make them more vulnerable.
Once per turn when you hit a creature or object with a flail, greatclub, mace, morningstar, war pick, or warhammer as part of the Attack action, you can attempt to crush the target's defenses. The attack deals an additional 2d8 damage, and attack rolls against the creature or object are made with advantage until the end of your next turn. The bonus damage increases to 2d10 when you reach 15th level in this class.
You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain another use at 10th level and one more at 18th level.
Demolisher
7th-level Wrecker feature
You can add your proficiency bonus to any Strength check you make that doesn’t already use your proficiency bonus.
Additionally, you have advantage on ability checks made to identify weak points in structures.
Dazing Smash
10th-level Wrecker feature
When you hit a creature with your Brutal Smash feature, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. If the creature fails the save, it is affected by the slow spell until the start of your next turn.
Determined
15th-level Wrecker feature
When you roll initiative and have no uses of Brutal Smash remaining, you regain one use.
Stunning Critical
18th-level Wrecker feature
When you score a critical hit against a creature with a flail, greatclub, mace, morningstar, war pick, or warhammer, the creature takes additional damage equal to half your Fighter level (rounded down) and must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the creature is stunned until the start of your next turn.
Monk
Way of the 72 Forms
Monks of the Way of the 72 forms find inspiration from nature in the fighting styles they develop. They learn techniques to gain the attributes of beasts such as their natural weapons, their toughness, and later their exact form.
Bestial Transformation
3rd-level Way of the 72 Forms feature
You change your guise into one that can be mistaken for the hybrid form of a lycanthrope. As a bonus action, you can spend 1 ki to transform into a bestial form. When you do so, you gain temporary hit points equal to your level, which last until you revert to your normal form.
You can stay in a bestial form for 1 hour. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
You keep your Statistics when you transform. You gain special traits and abilities, as detailed below.
Bestial Forms
The bestial forms are presented in alphabetical order. If a form requires a level, you must be that level in this class to learn the form.
Ape's Might. While you are in this form, you gain a climbing speed equal to your walking speed.
You can spend 1 ki as a bonus action to throw an object you pick up that is small enough for you to hold in 1 hand. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. If the attack hits, it deals extra damage to the target equal to your Martial Arts die.
Bear's Rage. While you are in this form, you gain a climbing speed equal to your walking speed, and your unarmed strikes deal slashing damage.
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, they are knocked back 5 feet.
Dragon's Breath (11th level required). While you are in this form, you gain a flying speed equal to your walking speed, and your unarmed strikes deal slashing damage.
You can spend 2 ki as a bonus action to exhale destructive energy. Choose acid, cold, fire, lightning, or poison. You exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Eagle's Dive (11th level required). While you are in this form, you gain a flying speed equal to your walking speed, and your unarmed strikes deal slashing damage.
When you use Step of the Wind while flying and dive at least 30 feet straight toward a target, you can make an unarmed strike against that creature as part of the same bonus action. If the attack hits, it deals extra damage to the target equal to your Martial Arts die.
Elephant's Stomp (6th level required). While you are in this form, you have advantage on Strength checks and saving throws.
You can spend 2 ki as a bonus action to stomp a prone creature within 5 feet of you. Make an unarmed strike against the target. If the attack hits, it deals extra damage to the target equal to three times your Martial Arts die.
Octopus's Grasp (6th level required). While you are in this form, you gain a swimming speed equal to your walking speed, and you can breathe both air and water.
When you hit a creature and attempt a Stunning Strike against them, you can choose to automatically grapple the creature if you have a free hand. The target must succeed on a Strength or Dexterity saving throw against your ki DC to escape. If you revert out of this form, the grapple ends.
Vulture's Prey (11th level required). While you are in this form, you gain a flying speed equal to your walking speed, and your unarmed strikes deal slashing damage.
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, the next attack roll made against this target before the end of your next turn has advantage.
Shark's Savagery (6th level required). While you are in this form, you gain a swimming speed equal to your walking speed, you can breathe both air and water, and your unarmed strikes deal piercing damage.
When you hit a creature and attempt a Stunning Strike against them, you have advantage on all melee attack rolls against them until the end of your turn, even if the creature did not become stunned.
Snake's Crush (6th level required). While you are in this form, you gain a swimming speed equal to your walking speed, you can breathe both air and water, and your unarmed strikes deal piercing damage.
A creature grappled by you is also restrained, but you may only grapple 1 creature at a time. You can spend 1 ki as a bonus action to constrict a creature you're grappling. The creature takes bludgeoning damage equal to four times your Martial Arts die.
Spider's Web. While you are in this form, you gain a climbing speed equal to your walking speed, and your unarmed strikes deal piercing damage.
Once on each of your turns when you hit a creature with your Flurry of Blows, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Tiger's Leap. While you are in this form, you can add 10 feet to your long jump distance and 3 feet to your high jump distance, and your unarmed strikes deal slashing damage.
When you use Step of the Wind and you move 20 feet straight toward a creature, you can make an unarmed strike against that creature as part of the same bonus action. If the attack hits, and the creature is Large or smaller, it must make a Strength saving throw. On a failure, the creature is knocked prone.
Wolf's Bite. While you are in this form, you have advantage on Wisdom (Perception) checks, and your unarmed strikes deal piercing damage.
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, it must succeed on a Strength saving throw or be knocked prone.
Primal Fear
6th-level Way of the 72 Forms feature
When you use your Bestial Transformation feature, each creature of your choice that you can see within 15 feet of you must succeed on a Wisdom saving throw or or become frightened of you until the end of your next turn.
Fists of the 12 Forms
11th-level Way of the 72 Forms feature
After you make a weapon attack while transformed, you can change to another Bestial Form.
72 Earthly Transformations
17th-level Way of the 72 Forms feature
You can spend 4 ki to cast the shapechange spell, without needing material components. When you do so, you can only transform into a beast, and you can use either a bonus action or an action to assume a different form.
Way of the Binding Chain
Monks of the Way of the Binding Chain see their role as an enforcer of the laws of the planes. They seek to find and fight lawbreakers and return them bound and harmless. They use their mystical energy to channel energies from lawful extraplanar entities.
Spectral Chains
3rd-level Way of the Binding Chain feature
You can manifest spectral chains when you grab creatures. Whenever you attempt to grapple a creature, you can cause a spectral chain originating from your hands to grab the creature instead. Your chain uses your Wisdom modifier in place of your Strength modifier when making Athletics checks to grapple a creature. You have two spectral chains that you can use to grapple creatures with.
Handcuff
3rd-level Way of the Binding Chain feature
You can cause your spectral chains snare enemies as part of your blows. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can force the creature to make a Strength saving throw. On a failure, you can grapple the creature with one of your spectral chains.
Chaining Strike
6th-level Way of the Binding Chain feature
Your spectral chains can harry the largest foe. When you hit creature and attempt a Stunning Strike against it, you can grapple the creature with one of your spectral chains. The spectral chain breaks at the end of your next turn, unless you grapple the creature by other means.
If the creature is too large to be grappled by you, you instead gain advantage on attack rolls against it until the end of your next turn.
Additionally, you have advantage on attack rolls against creatures grappled by your spectral chains, and creatures grappled by your spectral chains have disadvantage on attack rolls against targets other than you.
Myriad Chains
11th-level Way of the Binding Chain feature
You now can manifest up to four spectral chains. Each time you manifest a spectral chain, you can give it one of the following effects:
Dimensional Chains. If a creature grappled by a dimensional chain tries to use teleportation or interplanar travel to remove itself from your reach, it must first make a Charisma saving throw against your Ki save DC. On a success, the creature can use that magic to exit your reach. On a failure, the creature can't exit your reach and wastes the use of the spell or effect.
Endless Chain. Your reach for the purposes of grappling the creature is expanded to 30 feet. You can use a bonus action to pull all creatures grappled by an endless chain to an unoccupied space within 5 feet of you.
Hovering Chains. A hovering chain causes a creature grappled by it to levitate an inch above the ground. The creature cannot take fall damage, and you don't suffer any movement speed penalty when moving a creature grappled by hovering chains.
Break Resistance
17th-level Way of the Binding Chain feature
You can quell the fighting spirit of those chained by you. As an action, you cause your spectral chains to tighten their grip on each creature they're grappling, and you expend 1-10 ki. Each creature grappled by your spectral chains must make a Strength saving throw. A creature takes 2d6 bludgeoning damage per ki point spent on a failed save, or half as much on a successful one. If this damage leaves the creature with 0 hit points, the creature falls unconscious and is stable.
Way of the Steady Hand
Monks that follow the Way of the Steady Hand seek to achieve a perfect form by any means possible, including replacing their limbs with carefully crafted metallic versions. The Way of the Steady Hand walks a fine line between humanoid and construct.
Crafty Soul
3rd-level Way of the Steady Hand feature
You gain the ability to imbue mundane items with your life essence. The magic items you create with this feature are tied strongly to your life force.
Infusions Known
When you gain this feature, pick two artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the Artificer class’s description. At 11th and 17th level you learn one additional artificer infusion of your choice.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Infusions that require artificer level 6 can be learned at 11th level and infusions that require artificer level 10 can be learned at 17th level.
Infusing an Item
Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide). The infusion uses your monk level and Wisdom modifier instead of artificer level and Intelligence modifier, and uses your Wisdom modifer + your proficiency bonus as your spell attack bonus and your Ki save DC as your spell save DC.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes instantly. The infusion also vanishes if you give up your knowledge of the infusion for another one.
When you gain this feature at 3rd level, you can infuse 1 nonmagical object at the end of a long rest. At 11th level, you can can infuse more than one nonmagical object at the end of a long rest; You can infuse 2 objects at 11th level and 3 objects at 17th level. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Metal Shell
3rd-level Way of the Steady Hand feature
You design metallic limb replacements, which you replace your own limbs with.
- You permanently lose one of your Hit Dice, and your hit point maximum is reduced by an amount equal to 5 plus your Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
- You gain temporary hit points equal to 10 + twice your Constitution modifier at the end of a Short or Long rest. You can also spend 1 ki as an action to regain these temporary hit points.
- You can use your Strength modifier instead of your Dexterity modifier for your Unarmored Defense (Monk).
- You can apply artificer infusions that can be applied to a simple melee weapon to your limbs. All unarmed strikes you make with your limbs benefit from the infusion.
Steel Strength
6th-level Way of the Steady Hand feature
You have modified your metal limbs to go beyond peak humanoid performance. You gain the following benefits.
Focus Strike. You learn to put all your might behind a single attack. As an action, make one unarmed strike or melee attack with a monk weapon. You can also spend 1 ki as a bonus action before you make the attack to increase the attack's power further. On a hit, the target takes damage as if it were hit by the attack, plus extra damage equal to 3 rolls of your martial arts die, or extra damage equal to 7 rolls of your martial arts die if you spent 1 ki. If you spent 1 ki and the target is a huge or smaller creature, it must make a Strength saving throw. If it fails, it is knocked back or knocked up 10 feet (your choice) and is knocked prone.
Lunar Jump. When you take Step of the Wind on your turn, your jump distance is sextupled instead, and Slow Fall reduces your falling damage by an amount equal to ten times your monk level until the end of your turn.
Metal Core
11th-level Way of the Steady Hand feature
You are modifying more and more of your body with metallic parts.
Strength in Fracture. When you take damage, you can roll a number of martial arts dice up to your proficiency bonus. The damage is reduced by the total rolled on the dice. For each die rolled this way, your hit point maximum is reduced by 2. This reduction lasts until you finish a long rest. You die if this effect reduces your hit point maximum to 0. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 1 ki to use it again.
Steelskin. You can apply artificer infusions that require a suit of armor to your skin. If you do so, you are unable to use magic items that require that you do not wear armor or a shield.
Full Metal Jacket
17th-level Way of the Steady Hand feature
You're more akin to golem than human. You gain the following benefits.
- You gain immunity to fire damage.
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
- You have advantage on saving throws against any spell or effect that would alter your form.
Way of Wen
The followers of the Way of Wen ask not how hard to strike or where to strike, they ask when to strike. The Order of Wen learn to use their ki to manipulate their perception of time to slice through time and become more aware. They often are found in the shadows trying to correct the mistakes of time travelers or bring about more pleasant futures.
Temporal Manipulation
3rd-level Way of Wen feature
You learn to speed up the flow of time around you, improving your basic monk abilities:
Time Slice. When you use Step of the Wind, each creature of your choice that you move within 5 feet of until the end of your turn must make a Dexterity saving throw, taking slashing damage equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success.
Hyperawareness. When you use Patient Defense, you can take 1 reaction on every turn until the start of your next turn.
Maximum Agility
6th-level Way of Wen feature
Your agility is increased in combat and your pace is improved out of it, granting you the following benefits:
Blade's Ebb, Arrow's Flow. When you are targeted by an attack, you can spend 1 ki as a reaction to impose disadvantage on the attack roll. You can then move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Fast Travel. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). You create a bubble of manipulated time to move your allies faster.
Time Break
11th-level Way of Wen feature
You have learned to duplicate powerful time magic with your ki. As an action, you can spend 4 ki to cast slow or haste.
Way of the World
17th-level Way of Wen feature
Your mastery of time rivals the greatest wizards. You can spend 6 ki as an action to briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 2 turns in a row, during which you can use actions and move as normal. During this period, you can only affect creatures and objects with damage from weapon attacks. A creature or object ceases to take damage during this period after you have dealt a total of 50 damage to it.
You can increase the amount of extra turns you take by spending ki points. Each 2 points you spend, to a maximum of 6, grants you an extra turn.
Paladin
Oath of Balance
Sometimes called the "Knights Arcane", these paladins identify the threats to planar balance. They are bound by their oath to pursue the great mages and worldshakers whose plots threaten to disrupt entire cities, empires, or planes. Although they are not bound to root out all corruption where it lies, many paladins of the Oath of Balance will choose to do so due to their private beliefs, and because doing so often provides fruitful for discovering the large plots.
Tenets of Balance
The tenets of Balance are written in a spellbook of a fallen wizard that the paladin keeps with them as a reminder.
Foil the Worldshakers. Those can upend the balance of the planes are a threat no matter what their aims.
Halt the Ambitious. Anyone who seeks a grand design is potentially a threat, to be dealt with before they can rise to their ambitions - by any means necessary.
Know the Magician. Magic is the gateway to power, so be vigilant of those who wield it.
Oath Spells
3rd-level Oath of Balance feature
You gain oath spells at the paladin levels listed in the Oath of Balance table. See the Sacred Oath class feature for how oath spells work.
Oath of Balance Spells
Paladin Level | Oath Spells |
---|---|
3rd | burning hands, thunderwave |
5th | acid arrow, shatter |
9th | fireball, lightning bolt |
13th | fire shield, ice storm |
17th | cone of cold, destructive wave |
Channel Divinity
3rd-level Oath of Balance feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Elemental Punishment. You can use your channel divinity to punish nearby foes. As an action, you present your holy symbol. Each hostile creature within 30 feet of you must make a Dexterity saving throw. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. A creature takes damage of the chosen type damage equal to 3d6 + your paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Abjure Magic. You can use your channel divinity to rebuke spellcasters. Immediately before a creature within 30 feet of you tries to cast a spell, you can use your reaction to force the creature to make a Constitution saving throw. On a failure, the creature takes acid, cold, fire, lightning, or thunder damage (your choice) equal to five times the spell's level. On a successful save, it takes half as much damage.
Aura of Conviction
7th-level Oath of Balance feature
You constantly emanate an aura of determination while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
You and friendly creatures are unaffected by the aura. Affected creatures in the area lose any resistance to acid, cold, fire, lightning, and thunder damage. Additionally, if an affected creature fails a saving throw against one of your spells or Channel Divinity options that deals acid, cold, fire, lightning, or thunder damage while in the aura, attack rolls against that creature are made with advantage until the end of your next turn.
At 18th level, the range of this aura increases to 30 feet.
Magic Resistance
15th-level Oath of Balance feature
You have stolen the protection of many extraplanar entities. You have advantage on saving throws against spells and other magical effects.
Arcane Reckoner
20th-level Oath of Balance feature
You gain the ability to harness blistering arcane energy. As an action, you can magically become an avatar of arcane determination, gaining the following benefits for 1 minute:
- Any spell slot you expend to cast a Paladin spell or use your divine smite feature counts as a spell slot of two levels higher.
- You deal maximum damage with your Elemental Punishment, instead of rolling.
- The damage of Abjure Magic is increased to ten times the spell's level.
- Enemy creatures within 10 feet of you can't benefit from resistances or immunities to acid, cold, fire, lightning, or thunder damage.
- Whenever a creature you can see within 60 feet of you tries to use teleportation or interplanar travel, you can use your reaction to force the creature to make a Charisma saving throw. On a failure, the creature wastes the use of the spell or effect and it can't use use teleportation or interplanar travel until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Oath of Blood
The Oath of Blood is not an oath focused on blood magic, but an oath of unbreakable bonds of friendship. Paladins who swear a blood oath develop an unshakeable bond with allies. They sacrifice their own vitality to bolster the courage and resolve of their compatriots and they
Tenets of Blood
The tenets of Blood appeal to paladins who value camraderie and sworn duties to their friends.
Unity. Treat your blood-brothers as family or better than family. You did not choose who you were born to; you chose who your blood-brothers would be.
Sacrifice. There are few lengths you wouldn't go to for your brothers' life and afterlife. Though the road may be tough, you have sworn to travel that path.
Honor. Do not take actions that would shame your brothers or your bond. Make sure you and your brothers are remembered well.
Benevolence. Though your oath to your brothers is sacred, you should still protect those who aren't your brothers, as you would your own child.
Oath Spells
3rd-level Oath of Blood feature
You gain oath spells at the paladin levels listed in the Oath of Blood table. See the Sacred Oath class feature for how oath spells work.
Oath of Blood Spells
Paladin Level | Oath Spells |
---|---|
3rd | bless, shield of faith |
5th | aid, warding bond |
9th | aura of vitality, crusader's mantle |
13th | death ward, stoneskin |
17th | mass cure wounds, telepathic bond |
Channel Divinity
3rd-level Oath of Blood feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Self-Sacrifice. As a bonus action, you can take necrotic damage equal to 1d6 plus twice your paladin level. This damage cannot be reduced in any way. Up to 5 other creatures of your choice within 60 feet of you regain hit points equal to half the damage you took. If the damage from this feature reduces you to 0 hit points, the heal amount is doubled.
War God's Blessing. When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of the Phalanx
7th-level Oath of Blood feature
You emit an aura of guardedness while you aren’t incapacitated. You and friendly creatures within 10 feet of you are under the effects of a shield of faith spell.
At 18th level, the range of this aura increases to 30 feet.
Emboldening Sacrifice
15th-level Oath of Blood feature
Your sacrifice spurs allies to action. When a creature benefits from Self-Sacrifice, it gains advantage on its next attack roll before the end of your next turn. If the attack hits, the attack deals an additional 1d8 damage.
Undying Paragon
20th-level Oath of Blood feature
Your oath sustains you through life and death, which gives you two benefits:
- If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + half the damage taken. On a success, you drop to 1 hit point instead.
- If you are conscious, friendly creatures regain 1 hit point when they start their turn with 0 hit points within 30 feet of you.
Oath of Intervention
Paladins who follow the path of intervention want to see their region, their kingdom, and later the world have as few hardships as possible. They take it upon themselves to see this outcome to its conclusion, and they reason that sometimes more hardships must come into being, temporarily, so that the future can be as bright as possible.
Tenets of Intervention
The tenets of Intervention are written in a spellbook of a fallen wizard that the paladin keeps with them as a reminder.
With Power Comes Repsonsibility. Those who have been blessed with the power to enact change must use their power to study the best ways to enact change then enact it.
A Scalpel Can Bring Great Change. It's best to have a light but focused touch when enacting change. Let change come about with as little disruption to peoples' lives as possible.
The Ends Justify the Means. You know what the change should be, do not hesitate to use effective tools even if they are deemed to be unfair or immoral.
The Leaders Know Best. The people might not know what is good for them. They should be first coaxed into helping themselves, then forced into it if they cannot be coaxed.
Oath Spells
3rd-level Oath of Intervention feature
You gain oath spells at the paladin levels listed in the Oath of Intervention table. See the Sacred Oath class feature for how oath spells work.
Oath of Intervention Spells
Paladin Level | Oath Spells |
---|---|
3rd | command, hunter's mark |
5th | detect thoughts, suggestion |
9th | clairvoyance, hypnotic pattern |
13th | arcane eye, compulsion |
17th | scrying, geas |
Channel Divinity
3rd-level Oath of Intervention feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Truthseeker. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Wisdom (Insight) checks for the next 10 minutes.
Order's Demand. You can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Resistance Break
7th-level Oath of Intervention feature
If you deal damage to a creature with your divine smite feature, you can cast command on the creature, without expending a spell slot, as part of the same attack.
Unswayable
15th-level Oath of Intervention feature
You're as sure of the truth as the greatest celestials. You gain immunity to the charmed condition and you know if you hear a lie.
Emissary of Change
20th-level Oath of Intervention feature
You have become an avatar of change.
- If a creature fails a saving throw against an enchantment spell you cast, you can choose to cause the creature to be incapaciated until the end of your next turn (no action required).
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Oath of the Rambler
The Oath of the Rambler calls to those free souls who wish to partake in all life has to offer, and let others partake in the experiences as well. These paladins fight for oppressed groups and against oppressors, but tend not to choose sides in wars between equal parties. Rambling paladins are typically found indulging in their wanderlust and partaking in solitary pursuits, but if they come across injustices they fight valiantly for freedom.
Tenets of the Rambler
The tenets of the Rambler appeal to freedom-loving paladins instilled with boundless wanderlust.
Freedom. People should be allowed to do what they wish as long as it doesn't hurt others.
Non-aggression. Being all equal and independent, no one ought to harm another in his life, liberty, or possessions.
Impartiality. Let nature take its course, unless it interferes with the above two principles.
Oath Spells
3rd-level Oath of the Rambler feature
You gain oath spells at the paladin levels listed in the Oath of the Rambler table. See the Sacred Oath class feature for how oath spells work.
Oath of the Rambler Spells
Paladin Level | Oath Spells |
---|---|
3rd | animal friendship, longstrider |
5th | calm emotions, pass without trace |
9th | fly, water breathing |
13th | arcane eye, freedom of movement |
17th | commune with nature, tree stride |
Channel Divinity
3rd-level Oath of the Rambler feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Ceasefire. As an action, you present your holy symbol, and implore everyone to stand down. Each creature within 60 feet of you is warded for 1 minute. Any creature who targets a warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target that isn't warded or lose the attack or spell. This spell doesn't protect a warded creature from area effects, such as the explosion of a fireball.
If any warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Aura of the Unfettered
7th-level Oath of the Rambler feature
You and friendly creatures within 10 feet of you can't be paralyzed or restrained by magic. In addition, difficult terrain doesn't cost you and friendly creatures within 10 feet of you extra movement.
At 18th level, the range of this aura increases to 30 feet.
Unstoppable
15th-level Oath of the Rambler feature
You gain proficiency in Strength and Dexterity saving throws.
Boundless Wanderer
20th-level Oath of the Rambler feature
You roam around the world. As an action, you can magically become an avatar of exploration, gaining the following benefits for 1 minute:
- As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see.
- If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Once you use this feature, you can't use it again until you finish a long rest.
Ranger
Cloudchaser
Some rangers roam vast windswept steppes, and let the weather patterns take them where they may. They channel the frigid clouds to disorient and slay their foes.
Cloudchaser Magic
3rd-level Cloudchaser feature
You learn an additional spell when you reach certain levels in this class, as shown in the Cloudchaser Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Cloudchaser Spells
Ranger Level | Spell |
---|---|
3rd | fog cloud |
5th | gust of wind |
9th | sleet storm |
13th | ice storm |
17th | cone of cold |
Clouded Adaptation
3rd-level Cloudchaser feature
You gain resistance to cold damage. Additionally, you magically hover an inch above the ground and you are unaffected by ground-based effects.
Galewind Strike
3rd-level Cloudchaser feature
You can send your shots flying on the wind. When you make a ranged weapon attack with a weapon that doesn't have the special property, the normal and long range of the attack is doubled, and the attack ignores strong winds, including those created by spells. The first time you hit a creature on each of your turns with a ranged weapon attack, the creature is thrown back 10 feet. If the thrown creature strikes an object, a creature, or a surface such as a wall or floor, the creature takes 1d6 bludgeoning damage.
Evasion
7th-level Cloudchaser feature
You can use your windy agility to nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Cloudburst
11th-level Cloudchaser feature
The long range of your ranged weapon attacks with weapons that don't have the special property increases to sight. Additionally, when you throw a creature back with your ranged weapon attack, the distance increases to 20 feet, and the damage when the creature strikes an object, creature, or surface increases to 2d6.
Clouded Step
15th-level Cloudchaser feature
You gain immunity to cold damage, and you gain a flying speed equal to your walking speed.
Hellrunner
Hellrunners patrol the lower planes, skirting around the great war and making sure it stays on the battlefields. A hellrunner becomes the guardian of nature in the lower planes.
Hellrunner Magic
3rd-level Hellrunner feature
You learn an additional spell when you reach certain levels in this class, as shown in the Hellrunner Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Hellrunner Spells
Ranger Level | Spell |
---|---|
3rd | armor of Agathys |
5th | alter self |
9th | fireball |
13th | confusion |
17th | dispel evil and good |
Jagged Edge
3rd-level Hellrunner feature
You learn to coat your weapon with injuring magic caused by jagged weaponry. As a bonus action, you imbue slashing or piercing weapons or ammunition you are holding with blood magic. The next time you hit a creature on this turn with a weapon attack, the creature must make a Constitution saving throw against your ranger spell save DC. On a failure, the creature loses 1d10 hit points at the start of each of its turns due to an infernal wound. Each time the wounded target fails the saving throw against this abiity, the damage dealt by the wound increases by 1d10. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check against your ranger spell save DC. The wound also closes if the target receives magical healing.
Apathetic Ward
3rd-level Hellrunner feature
You are able to ward your mind against pervasive evil. You have advantage on saving throws against insanity and you are immune to effects that would change your alignment.
Fiendish Ichor
7th-level Hellrunner feature
Fiendish ichor runs in your veins. You are immune to disease, you have advantage on saving throws against being poisoned, and you have resistance to fire, cold, and poison damage.
Weapons of the Lower Planes
11th-level Hellrunner feature
You adapt to the weaponry of the lower planes. You gain one of the following features of your choice.
Demonic Bloodlust. When you take the Attack action on your turn and make all of your attacks against the same creature, you can make one additional attack against the creature as part of the same action.
Devilish Weaponry. Whenever you hit a creature with a weapon, the creature takes an extra 1d8 fire or cold damage (you choose the type of damage when you gain this feature).
Daemonic Teleportation. You can cast the misty step spell at will. When you do so, the next creature you hit with a weapon attack before the end of your turn takes an extra 2d6 damage from the weapon attack.
Magic Resistance
15th-level Hellrunner feature
You are under the protection of fiendish wards. You have advantage on saving throws against spells and other magical effects.
Mariner
As the hunter is a bulwark between towns and terrestrial wilderness, the mariner is the bulwark between the ship and the endless and capricious ocean. The mariner learns techniques for fighting threats both in the sea and on land.
Mariner Magic
3rd-level Mariner feature
You learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Mariner Spells
Ranger Level | Spell |
---|---|
3rd | faerie fire |
5th | gust of wind |
9th | call lightning |
13th | control water |
17th | conjure elemental |
Sea Legs
3rd-level Mariner feature
You gain the following benefits:
- You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You gain the ocean, both on the surface and underwater, as an additional Favored Terrain.
- You can cast water breathing as a ritual. You regain the ability to do so when you finish a long rest.
Bloodlust
3rd-level Mariner feature
When you make an attack against a creature with a weapon that deals piercing damage, you can choose to make that attack with advantage if the creature is below it hit point maximum. If the attack hits, you gain temporary hit points equal to your proficiency bonus. You can make this special attack only once per turn.
Slippery
7th-level Mariner feature
You're hard to get hold of. You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Riptide
11th-level Mariner feature
You can make a penetrating attack propelled forward by the currents. You gain the following features:
- You can use your action to make a ranged attack with a weapon that deals piercing damage against any number of creatures in a 1 foot wide line as long as the weapon's long range. You make a separate attack roll for each target.
- You can use your action to make a melee attack with a weapon that deals piercing damage against any number of creatures in a 5 foot wide line as long as your movement speed, and you then teleport to an unoccupied space you can see within 5 feet of the end of the line. You make a separate attack roll for each target.
Ocean's Resilience
15th-level Mariner feature
Youu can turn your body into liquid to absorb the force of a blow. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
Nomad
As a ranger, you have developed psionic powers. These powers could have been awakened naturally, or they could have been awakened from your run-ins with horrific aberrations. When you follow the path of the nomad, you seek to acquire knowledge and untangle the living web of knowledge called the Noosphere.
Nomad Magic
3rd-level Nomad feature
You learn an additional spell when you reach certain levels in this class, as shown in the Nomad Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Nomad Spells
Ranger Level | Spell |
---|---|
3rd | disguise self |
5th | invisibility |
9th | tongues |
13th | arcane eye |
17th | mislead |
Psionic Power
3rd-level Nomad feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Noosphere Attunement. If you have cast a spell with your primal awareness feature, you can expend a number of Psionic Dice equal to the spell's level to cast it again.
Speed Attack. As a bonus action, you can imbue one weapon you hold with psionic power. The next attack you make with it that hits before the end of your turn deals extra damage equal to the roll of one Psionic Energy die.
Step of a Dozen Paces. If you haven’t moved yet on your turn, you can expend one Psionic Energy die and roll it, and teleport to an unoccupied space you can see, up to a number of feet away equal to 5 times the number rolled plus 5 times your Wisdom modifier. Your speed is then reduced to 0 until the end of the turn.
Defensive Psionics
7th-level Nomad feature
You learn how to use your psionic power as a ward against harm.
Chameleon. As a bonus action you attempt to hide even if you fail the requirements needed to do so. You can expend one Psionic Energy die and roll it, adding the number to your Dexterity (Stealth) check. At the start of your next turn, you remain hidden only if you meet the normal requirements for hiding.
Defensive Step. When you are hit by an attack, you can use your reaction to roll one Psionic Energy die and add the number rolled to your AC for the attack. If this causes the attack to miss, you expend the Psionic Energy die. You then teleport up to 10 feet to an unoccupied space you can see.
Psionic Weapons
11th-level Nomad feature
Your psionic enhancements to weapons are enhanced.
Faithful Weapon. When you take the Attack action, you can choose to concentrate on the weapon you're holding and imbue the weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.
Guided Projectile. You can use your action to concentrate on a projectile you're holding and imbue the projectile with a limited sentience, then fire it at a point within the weapon's range. The projectile makes a ranged attack against up to four creatures within 5 feet of its path. You make a separate attack roll for each target. On each of your turns after you imbue the projectile until your concentration ends, you can use an action to move the projectile up to 60 feet in any direction and make a ranged attack against up to four creatures within 5 feet of its new path.
Nomad's Travel
15th-level Nomad feature
You are well-traveled yet nobody can be quite sure of your passing.
Enduring Invisibility. As a bonus action, you turn invisible and remain so for 1 minute or until your concentration ends. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use this feature again.
Phantom Caravan. As an action, you and up to six willing creatures of your choice that you can see within 10 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend two Psionic Energy dice to use this feature again.
Rogue
Gadgeteer
You have stolen knowledge of the techniques of artificers and knowledge of the function of magic items. Your training was more artisan in nature, but your craftiness was destined to be suited for more illicit pursuits.
Niche Experience
3rd-level Gadgeteer feature
You learn infusions from artificers.
Infusions Known
When you gain this feature, pick two artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the Artificer class’s description. At 9th, 13th, and 17th level, you learn two additional artificer infusions of your choice.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Infusions that require artificer level 6 can be learned at 9th level, infusions that require artificer level 10 can be learned at 13th level, and infusions that require artificer level 14 can be learned at 17th level.
Infusing an Item
Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide). The infusion uses your rogue level instead of artificer level, and uses your Intelligence modifer + your proficiency bonus as your spell attack bonus and 8 + your Intelligence modifier + your proficiency bonus as your spell save DC.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
When you gain this feature at 3rd level, you can infuse 1 nonmagical object at the end of a long rest. At 9th level, you can can infuse more than one nonmagical object at the end of a long rest; You can infuse 2 objects at 9th level, 3 objects at 13th level, and 4 objects at 17th level. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Prototype
3rd-level Gadgeteer feature
You gain proficiency with smith's tools and tinker's tools.
When you finish a long rest, you can use thieves' tools or tinker's tools to turn a finesse or ranged weapon into a prototype. The weapon breaks if you later prototype a different item. When you hit a creature with this weapon, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll. This sneak attack damage is acid, cold, fire, lightning, or poison, which you choose when you make the prototype.
Toolcraft
9th-level Gadgeteer feature
When you finish a long rest, you can use tinker's tools and touch up to 3 different objects. For each object, choose a 1st or 2nd-level spell from the artificer spell list that requires 1 action to cast. The object is imbued with that spell. While holding the object, a creature can take an action to produce the spell’s effect from it, using your Intelligence as your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell leaves the object after using the object in this way or until you use this feature again to store a spell in an object.
Magic Item Disruption
13th-level Gadgeteer feature
You gain the ability to sever someone's connection to a magic item. As a bonus action on your turn, you can target a held magic item within 30 feet of you. The creature holding the magic item must make a Charisma saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failure, that creature can't benefit from the magic item for 8 hours.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Rigged to Blow
17th-level Gadgeteer feature
When you finish a long rest, you can use tinker's tools and touch up to 3 different nonmagical objects to rig them with magical explosive energy. As an action, you can detonate one or more of the rigged objects. You can throw a held rigged object to a point within 60 feet of you as part of the same action. Each creature in a 20-foot-radius sphere centered on the object must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). A creature takes 6d6 fire damage and 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one blast is affected only once. An object in the area of one or more blasts takes 25 bludgeoning damage from each blast.
Planar Agent
You've picked up tips and tricks of simple planar magic that allows you to create and manipulate small planar portals that aid in infiltration and other unsavory activities.
Planar Shift
3rd-level Planar Agent feature
You can use the bonus action granted by your Cunning Action to teleport 15 feet to an unoccupied space you can see. If you teleport to within 5 feet of a creature, you can make an Intelligence (Arcana) check check against a creature you can see, contested by the target’s Wisdom (Perception) check. If you succeed, you can use your Sneak Attack against that target this turn even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
Dimensional Rift
3rd-level Planar Agent feature
You can tear open small holes in the fabric of reality. As a bonus action, you can create one immobile tear on a surface you can see within 5 feet of you and one on a surface you can see within 30 feet of you. A 1-foot diameter dimensional rift bridges between the tears. All creatures can see through the rift, and anything put through one of the tears (including a portion of a creature's body) emerges at the other tear as if the two were adjacent to each other. Attacks made through the rift are made with three-quarters cover unless the attack is made within 5 feet of a tear. Any creature can use the rift, and it lasts until the end of your next turn. If the rift closes while it cuts through a creature's or object's space, the creature or object is shunted to one side of the rift (DM's choice).
Methodical Knowledge
9th-level Planar Agent feature
You have advantage on any Intelligence (Arcana) check if you move no more than half your speed on the same turn.
Rearrange
13th-level Planar Agent feature
You have learned to manipulate the nature of planar travel. As an action, you can target a creature within 30 feet of you that you can see. If you target an unwilling creature, the creature can make a Charisma saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) to resist the effect.
The creature teleports to an unoccupied space of your choice that you can see within 30 feet of you. That space must be on the ground or on a floor.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Uncertain Double
17th-level Planar Agent feature
You can use the uncertain nature of planes to appear in two places at once. When you roll initiative, you are duplicated, including everything you are wearing and carrying. The duplicate appears in an unoccupied space within 5 feet of you. You control the duplicate. Roll initiative for the duplicate separately. At initiative 0 on the first round, the duplicate ceases to exist, along with everything it was duplicated with.
Street Fighter
Your training consists of the haphazard street brawling style found in seedier taverns and alleys in many towns. Those who adhere to this archetype are focused on survival above all, and will use whatever combat tactics give them an edge.
Bonus Proficiencies
3rd-level Street Fighter feature
You gain proficiency with medium armor, shields, and improvised weapons. Additionally, all simple weapons, improvised weapons, and unarmed strikes can be used with your sneak attack.
Dirty Fighting
3rd-level Street Fighter feature
Your unarmed strike uses a d6 for damage. Additionally, you can use the bonus action granted by your Cunning Action to attempt to grapple or shove a creature within 5 feet of you. In addition, you don't need advantage on your attack roll to use your Sneak Attack if you are grappling your target. All the other rules for the Sneak Attack class feature still apply to you.
Trample
9th-level Street Fighter feature
You can move through a hostile creature's space as if it were difficult terrain. If you do so, you don't provoke opportunity attacks from that creature for the rest of the turn.
Outmaneuver
13th-level Street Fighter feature
You can use a bonus action to make a Strength (Athletics) check against a creature that is two or more sizes larger than you within 5 feet of you, contested by the target's Dexterity (Acrobatics) check. If you succeed, you maneuver yourself into an advantageous position. Until you are no longer within 5 feet of the creature, you have advantage on attack rolls against this target, and the target has disadvantage on attack rolls against you. You can also attempt to climb onto a bigger creature as a bonus action.
Curbstomp
17tg-level Street Fighter feature
You have become adept at flattening the opposition with surprising speed. During the first round of any combat, any hit you score is a critical hit. You can't use this feature when you are surprised.
Vigilante
Also called "wanderer of the rivers and lakes", you are a quasi-hermit who lives outside the law and instead abides by their own moral principles instead. The most common set of moral principles that these vigilantes abide by is chivalry, righteousness, virtue, loyalty, and revenge.
Unarmed Fighting
3rd-level Vigilante feature
While you are wearing no armor and not wielding a shield, you gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can use unarmed strikes with your sneak attack.
- You can roll a d4 in place of the normal damage of your unarmed strike.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
- At 6th level, the damage die of your unarmed strikes increases to a d8 and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Unarmored Defense and Movement
3rd-level Vigilante feature
While you are wearing no armor and not wielding a shield, your speed increases by 10 feet and your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Opportunistic Patience
9th-level Vigilante feature
When you roll initiative, you can choose to take a penalty to the roll up to your rogue level (minimum 1). You may take this penalty after you roll initiative but before any creature takes its turn. You can't use this feature when you are surprised.
Blurred Movement
13th-level Vigilante feature
When you are hidden from a creature and move on your turn, entering into a location where you would be seen clearly doesn't reveal your position. If you end your turn in a location where you would be seen clearly, your position is revealed.
Acupressure Strike
17th-level Vigilante feature
You have mastered the touches of death which bring fast defeat to those that you strike. When you deal sneak attack damage to a creature with an unarmed strike, you can attempt to strike a particular location on the creature.
Head. The target must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Joints. The target must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Core. The target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). The target takes an additional 5d6 necrotic damage from the attack on a failed save, or half as much on a success.
You can use this feature twice. You regain expended uses when you finish a short or long rest.
Sorcerer
Metal Magic
You are attuned to the magic of metal. Some sorcerers that have the power of steel within them are warforged, whereas others may have been artificial constructions that near-perfectly replicate an existing race, or the children of those artificial constructions.
Bonus Proficiencies
1st-level Metal Magic feature
Your attunement with metal has allowed you to learn the arts of war easily. You gain proficiency with simple and martial metal weapons.
Iron Resilience
1st-level Metal Magic feature
The magic of metal makes your body hard and durable. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
When you reach 2nd level in this class, you can use an action to spend 1 sorcery point to coat your skin in a thin sheen of steel. For the next 8 hours, your AC can't be less than 17, regardless of what kind of armor you are wearing. The minimum AC increases when you reach certain levels in this class, increasing to 18 at 6th level, 19 at 14th level, and 20 at 18th level.
Silver Tempo
6th-level Metal Magic feature
You can attack rapidly even when casting spells. When you use your action to cast a cantrip or make a weapon attack with a metal weapon, you can make one weapon attack with a metal weapon as a bonus action.
Copper Enhancement
14th-level Metal Magic feature
Your fusion of metal and magic is transferred to nearby weapons. You and friendly creatures within 10 feet of you you deal an extra 1d4 damage on weapon attacks with metal weapons. This benefit does not work if you are incapacitated or if you die.
Mercury Soul
18th-level Metal Magic feature
You can spend 3 sorcery points as a bonus action to magically transform yourself into liquid metal. In this form, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
- You have immunity to poison damage and the poisoned condition.
- You can move through a space as narrow as 1 inch wide without squeezing.
- You descend in liquids at a rate of 60 feet per round, and you don't need to breathe.
You remain in this form for 1 hour. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Portal Magic
You were born between two planes, granting you the ability to control the barriers between the planes.
Planar Savant
1st-level Portal Magic feature
You become proficient in the Arcana skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Planar Ward
1st-level Portal Magic feature
You learn protection from evil and good. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.
You can cast protection from evil and good on yourself without expending a spell slot. When you cast the spell in this way, it doesn't require concentration. Once you cast the spell this way, you can’t do so again until you finish a long rest, or until you spend 1 sorcery point to cast it this way again.
Bend Space
6th-level Portal Magic feature
You can create linked dimensional portals. As a bonus action, you can spend 2 sorcery points and choose two points on surfaces that you can see, one point within 10 feet of you and one point within 30 feet of you. Neither point can be directly under a creature. A circular portal, 10 feet in diameter, opens over each point. The portals remain open until the start of your next turn.
The portals are two-dimensional glowing rings that conform to the surface they're on. Any creature or object entering one portal exits from the other portal as if the two were adjacent to each other. The portals are transparent and don't block vision through them.
Summoning Mastery
14th-level Portal Magic feature
Choose two conjuration spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Sorcerer table. The chosen spells count as Sorcerer spells for you but don’t count against the number of Sorcerer spells you know.
Additionally, any spell slot you expend to cast a conjuration spell that summons or creates a creature counts as a spell slot of one level higher.
Planar Lock
18th-level Portal Magic feature
When a creature tries to use teleportation or interplanar travel within 30 feet of you, you can use your reaction to attempt to isolate the creature from the planes. Make a Charisma check contested by the creature's Charisma check. If you win the contest, the creature that tried to use teleportation or interplanar travel wastes the use of the spell or effect.
Once you use this reaction, you can’t use it again until you finish a long rest or until you expend 3 sorcery points to use it again.
Serpent Soul
The primordial essences of reptiles coil around your soul. Ancient serpentine blood rites linger in your blood, granting you the enchanting magic of snakes.
Silver Tongue
1st-level Serpent Soul feature
You become proficient in your choice of two of the following skills: Deception, Intimidation, or Persuasion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
When you reach 3rd level in this class, you learn the suggestion spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, the spell does not require concentration.
Snake's Shield
1st-level Serpent Soul feature
Your serpentine heritage protects you from mental attacks. When you are subjected to a saving throw against a spell or an effect that would frighten or charm you, you can use your reaction to gain advantage on the saving throw. Once you use this feature, you can’t use it again until you finish a short or long rest or until you expend 1 sorcery point to use it again.
Venomous Spells
6th-level Serpent Soul feature
Your serpentine nature extends to your spellcasting. Spells you cast ignore resistance and immunity to poison damage and the poisoned condition. In addition, whenever you cast a sorcerer spell that requires a Wisdom or Intelligence saving throw, you can spend 2 sorcery points to cause all creatures that fail the saving throw to be poisoned for the duration of the spell. Creatures that are poisoned this way do not know that they are poisoned.
Serpent's Blood
14th-level Serpent Soul feature
You gain immunity to poison. Additionally, you can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a giant poisonous snake that is immune to poison.
Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest.
Hypnotic Presence
18th-level Serpent Soul feature
You exude a permanent magnetic presence. Any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw against your Sorcerer spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. You can spend 1 sorcery point as a reaction to choose the creature's new target. You are not protected from area effects, such as the explosion of a fireball.
Once a creature succeeds on a saving throw against this effect, the creature is immune to the effect until you finish a long rest.
Temporal Magic
You have been granted dominion over time, most likely because a strange life event has made your life a paradox. Time flows strangely around you, and you have learned to manipulate the very flow of time.
Future Sight
1st-level Temporal Magic feature
You have advantage on initiative rolls.
When you reach 3rd level in this class, you learn the augury spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, the spell's casting time is 1 action, and it requires no verbal, somatic, or material components.
Paradox
1st-level Temporal Magic feature
When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point and vanish. At the end of your next turn, you reappear in the space you left or in an unoccupied space nearest to that space if it’s occupied.
After the saving throw succeeds, you can’t use this feature again until you finish a long rest, or until you spend 1 sorcery point to use it again.
Manipulate Flow
6th-level Temporal Magic feature
You learn the haste and slow spells, which don’t count against your number of sorcerer spells known. In addition, you can cast them by spending 3 sorcery points or by expending a spell slot. If you cast the spells with sorcery points, your concentration on them can’t be broken as a result of taking damage.
Quicken
14th-level Temporal Magic feature
You can cast multiple spells at once. As an action, you expend a sorcerer spell slot of 3rd level or higher and cast two spells with a casting time of 1 action that you know at once. The spell levels must have a combined level that is equal to or less than the level of the slot expended. If a spell has a material cost, you still must pay it.
If a spell that you cast requires concentration, the maximum time you can concentrate on it is a minute. If multiple spells that you cast require concentration, you may concentrate on both of them.
Once you use this feature, you can't use it again until you finish a long rest.
Temporal Drifter
18th-level Temporal Magic feature
You're invisible to the flow of time. You gain the following benefits:
- You can spend 10 sorcery points to cast the foresight spell on yourself.
- You no longer age, and you can't be aged magically.
- If you die, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
Warlock
The Flamebearer
You've made a pact with an Azer and you were granted the highest gift an Azer can give — The Azer's inner flame. This flame is typically only given from creator to the newly created.
Expanded Spell List
The Flamebearer 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.
Flamebearer Expanded Spells
Spell Level | Spells |
---|---|
1st | absorb elements, searing smite |
2nd | heat metal, magic weapon |
3rd | blinding smite, elemental weapon |
4th | fabricate, fire shield |
5th | creation, holy weapon |
Forge's Rebuke
1st-level Flamebearer feature
You can use an action to harden your skin to glowing steel and punish those who dare hit you. Until the end of your next turn, you have advantage on attacks of opportunity, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks, and any critical hit against you becomes a normal hit. Any creature that hits you with a melee attack during this time takes fire damage equal to your your proficiency bonus and radiant damage equal to the damage it just dealt.
You can’t use this feature again until you finish a short or long rest.
Warrior of the Flame
1st-level Flamebearer feature
You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, heavy armor, shields, and martial weapons.
The bond of the flame also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Amaimon's Gift
6th-level Flamebearer feature
You can entreat your patron at the end of a long rest to provide you with one of their splendid works from the list below. If you have sufficient warlock levels, you are granted this gift until the end of your next long rest, unless you entreat your patron again. If the gift ever leaves your possession, it disappears back to the vaults of your patron.
Gift Options
Magic Item | Minimum Level |
---|---|
Weapon, +1 | 6th |
Weapon, +2 | 14th |
Berserker Axe | 10th |
Flame Tongue | 14th |
Giant Slayer | 10th |
Mace of Smiting | 10th |
Sword of Wounding | 10th |
Vicious Weapon | 6th |
Armor, +1 (metal only) | 10th |
Shield, +1 | 6th |
Shield, +2 | 14th |
Adamantine Armor | 6th |
Armor of Resistance | 10th |
Arrow-catching Shield | 10th |
Mithral Armor | 6th |
Ring of Free Action | 10th |
Ring of Protection | 6th |
Ring of Resistance | 10th |
Ring of Telekinesis | 14th |
Ring of Warmth | 6th |
Soul of the Forge
10th-level Flamebearer feature
Your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.
Forge's Wrath
14th-level Flamebearer feature
You can use Forge's Rebuke at will.
The Hivemind
You've made a pact to partially join with a psionic entity that lives in the minds of many. It awakens your own innate psionic power and grants you means to share your mind with others in helpful or harmful ways.
Expanded Spell List
The Hivemind 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.
Hivemind Expanded Spells
Spell Level | Spells |
---|---|
1st | dissonant whispers, heroism |
2nd | calm emotions, detect thoughts |
3rd | beacon of hope, sending |
4th | arcane eye, compulsion |
5th | commune, dominate person |
Psionic Power
1st-level Hivemind feature
Your patron connects you to a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Hive's Resistance. If you are forced to make a saving throw against being charmed or frightened, you can expend a Psionic Energy die and roll it, gaining a bonus to the saving throw equal to the number rolled.
Psychic Infestation. As an action, you expend one or more Psionic Energy dice and send the psionic chaos of the hivemind into the mind of a creature that you can see within 10 feet of you. Creatures that have an Intelligence score of 2 or lower are unaffected. The target must make an Intelligence saving throw against your Warlock spell save DC. Roll the Psionic Energy dice. On a failed save, a target takes psychic damage equal to the amount rolled plus your Charisma modifier and is affected by the confusion spell until the end of your next turn. On a successful save, a target takes half as much damage and isn’t confused.
Link Minds
10th-level Hivemind feature
Your ability to link minds has vastly improved.
One Goal. You can expend two Psionic Energy dice to cast telepathic bond, without expending a spell slot or material components. When you do so, any creature that is under the effects of this spell is immune to being charmed or frightened while it is within 30 feet of another creature that is under the effects of this spell.
One Vision. You can expend one Psionic Energy die to cast detect thoughts, without expending a spell slot or material components. When you cast it in this way, the spell doesn't require concentration. Additionally, if you can detect the presence of a thinking creature with this spell, you are considered to be able to see the creature.
Gift of the Hive
14th-level Hivemind feature
The hivemind provides you with mental power when you are lacking. You can use an action to regain a number of expended Psionic Energy dice up to your proficiency bonus.
Once you use this feature, you can’t use it again until you finish a short or long rest.
The Lawbringer
You've made an overly detailed pact with a creature from a plane aligned with law to root out secrecy, lies, creatures of chaos, and shapechangers.
Expanded Spell List
The Lawbringer 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.
Lawbringer Expanded SPells
Spell Level | Spells |
---|---|
1st | command, entangle |
2nd | detect thoughts, moonbeam |
3rd | clairvoyance, sending |
4th | arcane eye, locate creature |
5th | dominate person, geas |
Unerring Strike
1st-level Lawbringer feature
Your patron bestows the ability to strike true. When you make an attack roll, you can cause the attack to hit. You must choose to do so before the roll, and you can replace an attack roll in this way only once per turn. This attack cannot score a critical hit.
You can use this feature a number of times equal to your proficiency bonus,. You regain all expended uses when you finish a short or long rest.
Disintegration
6th-level Lawbringer feature
When you take damage, you can use your reaction halve the attack's damage against you and turn into dust. You immediately reappear up to 30 feet away.
Once you use this feature, you can't use it again until you finish a long or short rest.
Axiomatic Mind
10th-level Lawbringer feature
You can't be compelled to act in a manner contrary to your nature or your instructions. You have advantage on saving throws against being charmed or frightened.
Enforcer's Eye
14th-level Lawbringer feature
You can open your eyes to the deceit of others. As a bonus action, you gain true sight out to a range of 120 feet for 1 minute. You have advantage on attack rolls against any creature within 120 feet that is invisible, disguised or transformed by magic, or is a shapechanger.
Once you use this feature, you can't use it again until you finish a short or long rest.
The Nightmare
You've made a pact with a formless and harmful entity spun from whole dreamcloth. Your patron may not even be real.
Expanded Spell List
The Nightmare 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.
Nightmare Expanded Spells
Spell Level | Spells |
---|---|
1st | dissonant whispers, sleep |
2nd | moonbeam, silence |
3rd | clairvoyance, tiny hut |
4th | compulsion, phantasmal killer |
5th | modify memory, seeming |
Dream Ward
1st-level Nightmare feature
You are able to fall asleep and dream, even if your race would normally prevent it. You are immune to magical effects that prevent the benefits of a rest. You also have advantage on saving throws against being charmed or frightened.
Dreamstealer
6th-level Nightmare feature
You can use a bonus action on your turn to target a creature you can see within 60 feet of you that is charmed by you or is unconscious. The creature's current hit points are reduced by your Charisma modifier + your warlock level (minimum of 1). This does not count as damage.
Once you use this feature on a creature, you can't use it again on the same creature until the creature finishes a long rest.
Path of the Silver Key
10th-level Nightmare feature
When you start a long rest, can cast the dream spell without expending a spell slot. If the target of the spell is willing, you and up to 8 creatures of your choice within 10 feet of you are teleported to unoccupied spots within 10 feet of the target when the dream spell ends.
Once you use this feature, you can't use it again until you finish a long rest.
Nightmarescape
14th-level Nightmare feature
You can plunge someone into a hellish nightmare. As an action, choose a creature that you can see within 60 feet of you. If the target has 100 hit points or fewer, it falls unconscious for 1 minute. This effect ends early if the creature takes any damage. Undead and creatures immune to being charmed aren't affected by this feature.
You must finish a short or long rest before you can use this feature again.
Wizard
School of Blade Magic
The mages of the School of Blade Magic practice traditions that are a hybrid of the martial and the arcane. They seek out combat and use their magic to deflect injury and bolster their weapons.
Combat Training
2nd-level School of Blade Magic feature
You gain proficiency with three weapons of your choice. Each one must be a simple or a martial melee weapon.
Warrior's Armor
2nd-level School of Blade Magic feature
When you attack with weapons, you can channel your magic with the blow to give yourself special magical armor that focuses your senses to martial prowess.
When you take the Attack action, you can expend a spell slot of 1st level or higher to don the Warrior's Armor, which lasts for 1 hour. It ends early if you are incapacitated or if you cast a spell that does not solely target yourself or a weapon you are holding. You can also dismiss the Warrior's Armor at any time you choose (no action required).
While your Warrior's Armor is active, you gain the following benefits:
- Your base AC becomes 12 + your Intelligence modifier (minimum of +1) + half the level of the spell slot (rounded up). Your Dexterity modifier doesn’t affect this number. You gain no benefit from wearing armor or shields.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
- You gain temporary hit points equal to twice the spell slot’s level for the duration.
- Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal extra cold, fire, or lightning damage (your choice) equal to a number of d4s equal to half the level of the spell slot (rounded up) to the target.
When your Warrior's Armor wears off, your base AC becomes 13 + your Intelligence modifier (minimum of +1) until the end of your next long rest, until you use Warrior's Armor again, or until you don armor or a shield.
Extra Attack
6th-level School of Blade Magic feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Spellsword Lore
10th-level School of Blade Magic feature
You are able to learn the martial spells of other classes. You can add any three Paladin or Ranger spells to your spellbook for free. The chosen spells must have a casting time of 1 bonus action. The chosen spells count as wizard spells for you, and don't count against the other spells you pick upon level up.
Warrior's Ward
14th-level School of Blade Magic feature
You can direct your magic to prepare to absorb damage while your Warrior's Armor is active. You can use your bonus action to expend one spell slot and gain temporary hit points equal to five times the spell slot’s level that last until your Warrior's Armor disappears.
School of Medicine
As a medical mage, you attempt to learn life magic, which is normally not accessible by wizards. You can conjure healing vapors and infuse spells you cast with restorative magic. As your mastery grows, you are able to learn spells and techniques forbidden to any other school of wizardry.
Medical Training
2nd-level School of Medicine feature
You gain proficiency in the Medicine skill and you gain proficiency with the herbalism kit.
Restorative Cloud
2nd-level School of Medicine feature
You can use your action and expend one wizard spell slot to summon a cloud of healing vapor that clings to a target you can see within 60 feet of you. The creature restores hit points equal to four times the spell slot’s level immediately, and restores additional hit points equal to your Intelligence modifier at the beginning of its next turn.
Life's Teachings
6th-level School of Medicine feature
You are able to grasp the knowledge of life magic, which is normally off-limits to a wizard. You can add any two 3rd-level Cleric or Paladin spells that do not deal damage to your spellbook for free. The chosen spells count as wizard spells for you, and don't count against the other spells you pick upon level up.
You learn two additional spells of 4th or 5th level at 10th level and you learn two additional spells of 6th or 7th level at 14th level.
Empowered Healing
10th-level School of Medicine feature
You can add your Intelligence modifier to one die roll of any wizard healing spell you cast.
Infused Casting
14th-level School of Medicine feature
You are able to infuse any spell you cast with healing energy. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, the ally restores hit points equal to twice the slot's level.
If the spell targets more than one ally, you choose which ally is healed.
School of Invocation
You learn a hidden and often forbidden school of magic which weaves spells which entreat otherworldly entities from weak fiends to powerful extraplanar patrons for temporary strands of power. Unlike warlocks, the magic used by the school of invocation is summoned from a wide variety of patrons and no long-term pact is made with any patron.
Invocation Initiate
2nd-level School of Invocation feature
Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a warlock spell. The spell must be of a level for which you have spell slots, as shown on the Wizard table. Any warlock spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy warlock spells from your spellbook into their own spellbooks.
Extraplanar Expert
2nd-level School of Invocation feature
Your knowledge of the planes and of religions is beyond compare. You gain proficiency in the Religion skill. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Whenever you make an Intelligence skill check related to the planes of existence, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Entreat for Aid
6th-level School of Invocation feature
You can call on the many extraplanar entities you know for various boons and perks. As an action, you can speak a supplication to an extraplanar entity. The entity bestows a boon on you. Choose one of the following entity types:
Aberration. Choose a spell in your spellbook that you do not have prepared. For the next hour, you can cast that spell as if you had it prepared.
Celestial. Choose a creature that you can see within 60 feet of you or yourself. The creature magically regains 3d8 hit points and is cured of one disease or has one of the following conditions end on it: blinded, deafened, or poisoned.
Elemental. Choose one weapon that you are touching. Until the end of your next long rest, that weapon becomes a magic weapon, and gains a +1 bonus to attack and damage rolls unless the weapon already has a bonus to attack and damage rolls.
Fey. For the next minute, you can magically teleport up to 30 feet to an unoccupied space you can see as a bonus action.
Fiend. For the next hour, you have darkvision out to a range of 60 feet, and you magically emit an aura of shadow that turns nonmagical bright light within 15 feet of you to darkness. A creature with darkvision can see through this darkness.
Undead. Creatures of your choice within 15 feet of you must succeed on a Constitution saving throw against your wizard spell save DC or deal only half damage with weapon attacks for 1 minute. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target.
Once you use this action, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. If you use this feature multiple times, you can only have one of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Speak with the Beyond
10th-level School of Invocation feature
At 10th level, you add the contact other plane spell to your spellbook, if it is not there already. You can cast contact other plane without expending a spell slot. When you do so, you automatically succeed the saving throw.
Once you cast contact other plane in this way, you can’t do so again until you finish a long rest, though you can still cast it normally using an available spell slot.
Invoker Supreme
14th-level School of Invocation feature
Your mastery of the extraplanar has made you loved and feared by the entities that reside there. You are always under the effects of a protection from evil and good spell, and whenever you make a Charisma skill check directed at aberrations, celestials, elementals, fey, fiends, or undead, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
School of Psionics
Few wizards possess the particular mental abilities required to practice the school of psionics. This school focuses on the mind and its abilities to touch other minds and move things.
Mental Prodigy
2nd-level School of Psionics feature
You add one of the following spells to your spellbook: detect thoughts, levitate, or suggestion. You can cast that spell without expending a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Psionic Power
2nd-level School of Psionics feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Empower Lesser Mind Control. You can use your action while concentrating on suggestion to expend a Psionic Energy die and suggest a new course of activity for the target of your suggestion spell.
Empower Lesser Telekinesis. When you cast levitate on another creature or use your action to move a target affected by your spell, you can expend one Psionic Energy die, rolling it and moving the target horizontally in a direction of your choice an amount equal to 5 times the number rolled.
Empower Lesser Telepathy. When you cast detect thoughts or use your action to detect the presence of unseen thinking creatures, you can expend one Psionic Energy die, rolling it and increasing the thought detection radius by 5 times the number rolled.
Mental Empowerment. When you cast the spell you selected for Mental Prodigy, you can expend one Psionic Energy die, rolling it and adding half the number rolled to your spell save DC for the spell (rounded down). While you are concentrating on the spell, your concentration can’t be broken as a result of taking damage.
Psychic Cantrips. When you hit a creature with a damage-dealing cantrip or a creature fails the saving throw against your damage-dealing cantrip, you can expend one Psionic Energy die, rolling it and adding the number to the damage of the cantrip. The cantrip's damage type becomes psychic.
Encyclopedic Mind
6th-level School of Psionics feature
You can memorize your entire spellbook. Your memorized spells act as a backup spellbook. The gold you must spend to memorize a spell is reduced by 10 gp per spell level.
Additionally, when you change your list of prepared spells, you can expend a number of Psionic Energy dice up to half your Proficiency Bonus (rounded down). You can prepare one additional spell per expended Psionic Energy die. These additional prepared spells are unprepared at the end of your next long rest unless you expend the Psionic Energy dice again.
Mental Master
10th-level School of Psionics feature
You add one of the following spells to your spellbook, if it is not there already: modify memory, telekinesis, or telepathic bond. You can cast that spell without expending a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Empower Greater Mind Control. When you are affecting the memory of a target under the effect of your modify memory spell, you can expend a Psionic Energy die and roll it. You can increase the duration of the modified event by a number of minutes equal to 5 times the number rolled.
Empower Greater Telekinesis. When make a spellcasting ability check with telekinesis, you can expend one Psionic Energy die, rolling it and adding the number rolled to the check.
Empower Greater Telepathy. When you cast telepathic bond, you can expend one Psionic Energy die, rolling it and increasing the number of affected creatures by the number rolled.
Psychic Sage
14th-level School of Psionics feature
You master highly potent psionic techniques that use your Psionic Energy dice:
Mind Block. When you fail an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to expend a Psionic Energy die, rolling it and adding the number rolled to the saving throw.
Psychic Hammer. As an action, you attempt to crush the intellect of a creature with an Intelligence score of 3 or higher within 90 feet of you. Expend 6 Psionic Energy dice and roll them. The target must make an Intelligence saving throw. On a failed save, the target takes psychic damage equal to the amount rolled plus your Intelligence modifier and is stunned until the end of its next turn. On a successful save, the target takes half as much damage and isn't stunned.
Split Mind. When you cast a spell that requires concentration while you are concentrating on a spell, you can expend a Psionic Energy die and roll it. You can concentrate on the original spell for an additional amount of rounds equal to the number rolled. You can only concentrate on 2 spells at once with this feature.