Icewind Dale Rime of the Frostmaiden House Rules

by Apostol Apostolov

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Icewind Dale
House Rules

Banned Content

Books

The following official Dungeons and Dragon 5th Edition books are banned in this campaign:

  • Tasha's Cauldron of Everything

Playtest Material

The whole of Unearthed Arcana from Wizards of the Coast is not allowed. Per player request, content is re-evaluated, re-balanced and included in this campaign supplement.

Classes

The following classes are banned:

  • Artificer is not available in the Forgotten Realms and is native to the world of Eberron.
  • Cleric: Twilight Domain is not available for this campaign.

Backgrounds

The following backgrounds are banned:

  • Outlander's feature is unrealistic, unbalanced and not compatible with the survival fantasy theme.

Third Party Content


The following third party player options are allowed:

Core Rules

Choosing Attributes

You can roll your character core attributes using the 4d6 method once, in the presence of the DM. After you roll your attributes you can choose between them or either the point buy method or the standard array method.

Default Human Race

Variant Human (Player's Handbook, pg. 31) is the default human race available to players.

Inspiration Points

Inspiration Points are earned by the whole party. The party 2 points per session and can store points up to the number of players in the group. The party must agree when and how to spend the Inspiration Points.


The party may also earn one or more additional Inspiration Points at the end of a session with:

  • great roleplaying moments and deep storytelling with dramatic effect that contributes to their or another player's character development
  • working together as a team to overcome extraordinary odds, defeating difficult opponents, and progressing the campaign

The party can spend an Inspiration Point at any time to:

  • increase one initiative by +10 before combat starts
  • reroll any Attack, Saving Throw or Attribute check by a player and use the new result, even if it is lower.
  • reroll a damage roll rolled by a player or DM.
  • remove one failed Death Save while dying.

Voices in My Head

At any time, you can attempt pass a suggestion to another player that can be a reminder of forgotten information, a gut feeling warning, a creative idea or even exact words how to speak properly with an NPC. This information is considered a "voice in my head" by the receiving player, a gut feeling he reacts to.

To do that, make a special d20 roll and add the receiving player's Insight skill. If the result is 15 or more, you may speak freely and convey as much information as you want. If you fail on that check, you should remain silent until the end of the encounter or if situation changes drastically to allow for another attempt (up to DM).

Simple and Hard Checks

Skill checks against DC of 10 (or lower in few rare cases but results below 10 are generally considered failure) to 14 are considered Simple Checks. These checks can be attempted by anyone whether they are proficient or not with a skill.

When a Skill check is made against DC 15 or higher, the check is considered Hard Check. The DM may require that only players that are proficient in that skill can make an attempt. There are few exceptions of this rule-- if the base DC is lower than 15 but due to modifiers is increased to 15 or more, it may still be attempted without proficiency.

If the DM requires a proficient check and you have a Lore applicable to the check (up do DM), you gain temporarily proficiency with the skill check and can attempt the check.

Helping

Dogpiling happens when after one player fails at a check, another player asks to repeat it only to attempt at a better roll even if they are less proficient at the skill than the character that attempted first. This may result in whole party asking for a roll just to chase a high die result. Dogpiling is metagaming behavior and is discouraged.

You can use the Help action to aid another character in a task or salvage their effort after they have failed. In order for a check to benefit from the Help action, at least one of the contributing players must be proficient at the skill check. There is no limit how many characters can help on a task, but only two die rolls can be made, and the highest die result is added to the check total. The check total uses the highest proficiency bonus and skill modifier among all contributing characters. If a Lore or Craft is applicable to the check, only one Lore or Craft that the players are proficient in can add its bonus to the check total.

You cannot Help if you suffer disadvantage to the used attribute or skill, such as having a level in Exhaustion.

Group Checks

There are two group check types: common and challenging.

Common group checks are made when the party is expected to succeed but the players with the highest rolls are rewarded with being the first to react to the new information.

Challenging group checks account for the party will make multiple die rolls trying and compared to a single check, the DC is increased by +3 to +5. The DC should not be increased so far that each individual player has less than 10% chance to succeed.

Pre-Combat Initiative

In tense situation where you and your allies face hostile creatures ready for combat but neither side has initiated hostile actions, or in other situations where these's impeding sense of danger, all creatures must roll initiative but are not bound by the initiative order. All hostile creatures always act first, then all players and their allies act second. Within each side of a conflict, all creatures can take their actions in any order they choose however the number of actions they can take in a turn is bound by the combat rules. During floating initiative, creatures can use reactions as normal, can Ready their action or Delay their turn by leaving the initiative.

If a creature chooses to have a long conversation with the option to respond as a free action until the start of its next turn, it must spend {2A} to Argue with its allies or hostile creatures. When Arguing with a hostile creature, the actions are spent only if the hostile creature agrees to spend the same amount of actions from its next turn to Argue back. The Argue action has the auditory, linguistic and concentrate traits. The GM may limit the amount of argument within a turn if it drags for too long, or increase the turn count by the amount of time spent in argument.

The first creature that initiates a hostile action or reaction ends the floating initiative. If it is a reaction it is resolved immediately, otherwise the combat turn starts from the start of the initiative order in the current combat round. The creature that initiated the hostile action must complete it on its own turn, before taking other actions that turn.

Damage Types

The Rime of the Frostmaiden campaign brings important changes to damage types.

The campaign introduces new type of damage - frost damage - that is inherently different from cold damage.
Spells and effects that cause frost damage cover a creature in growing layer of frost that can become just as impenetrable as permafrost. Effects and abilities that grant resistance and immunity to cold damage do not affect frost damage.

Resistance to cold damage only affects spells and attacks that cause cold damage. It doesn't provide protection against prolonged exposure to cold or extreme cold weather (see pg. 35 for more information on weather). There is one exception, however - immunity to cold damage also grants immunity to cold and extreme cold weather. For example, Frost Giants do not suffer the effect of cold and extreme cold weather.

Weather Conditions

There are two distinct arctic conditions - cold and extreme cold weather. You can learn more about them on pg. 35.

Any ability, spell or equipment that provides resistance to cold weather allows you to ignore the effect of cold weather, and when exposed to extreme cold weather you suffer the effect of cold weather that cannot be ignored. A typical fur coat with wool stockings provides resistance to cold weather.

Any ability, spell or equipment that provides immunity to cold weather allows you to ignore the effect of cold weather and extreme cold weather. Insulated tents provide such greater protection from the elements. Races such as Goliaths and Snow Elves are acclimatized to extreme weather which grants them immunity to cold weather. Immunity to cold damage also grants immunity to cold weather.

Rule Clarifications

Fear Line of Effect

Creatures that are frightened by a hostile creature as long as they can see the hostile creature, remain under the effect even if they no longer see it by their will (such as by closing their eyes) as long as they can perceive the presence of the hostile creature with their remaining senses (such as hearing or smelling its presence, being attacked by it, or hearing nearby allies react to its presence).

Lores and Crafts


When you create a character, remove all tool and instrument proficiencies from your character. For each such proficiency removed you may choose a Lore or Craft proficiency that fits your character concept and background from the lists below. If this grants you 2 or less slots, increase them to 3.

Lores

Lore is a trained or researched field of knowledge that your character is an expert in. When Lore applies to a check, you add your proficiency modifier once again to the roll.

When the DM asks for a proficient check but you are not proficient in the related skill, if you have a Lore that that applies to the check, you count as proficient for the purpose of the roll.

The list below contains generic types of Lore. Instrument proficiencies are replaced by Performance (Tavern, Artistic and Ceremonial) Lore. Game proficiencies are replaced by Games (Tavern, Strategy and Puzzle) Lore.

Architecture Library
Art Mercantile
Criminal Underworld Mining
Engineering Navigation
Farming Performance (Artistic)
Fishing Performance (Ceremonial)
Games (Puzzles) Performance (Tavern)
Games (Strategy) Psychology
Games (Tavern) Sailing
Heraldry Scouting
Herbalism Scribing
Hunting Trade Guild
Legal Warfare

In addition, the list below contains types of Lore specific to Icewind Dale and the Rime of the Frostmaiden campaign.

Cold Run Skiing and Sledding
Cult of Auril Ten-Towns Politics
Cult of Tempos Ten-Towns Trade
Dwarven History The Arcane Brotherhood
Dwarven Trade The Spine of the World
Kelvin's Cairn Tundra Beasts
Luskan Politics Tundra Geography
Luskan Trade Tundra Monstrocities
Reghed Clans Tundra Mysteries
Reghed Glacier Tundra Plants
Sea of Moving Ice Tundra Races
Crafts

Crafts are the knowledge and experience to repair and craft items using improvised or special instruments or facilities. Each Craft allows you to use the Crafting downtime rules and use the Repair action without risk for destroying the broken item. Characters without the Craft cannot attempt to craft items, and can attempt the Repair action at a disadvantage and risk to destroy the broken item on a failure.

Many crafts allow your character to earn income practicing them during downtime and to maintain Comfortable or better lifestyle. Depending on the rarity or their Craft, they can be highly regarded in their community. Characters without any Craft are rarely regarded as contributing member of their society and have the Modest lifestyle or worse.

Each Craft may also be used as a Lore to appraise the quality and value of the items created with that Craft. When a Craft is applied to an attribute check, you add your proficiency modifier once again to that roll.

The list below contains generic Crafts that you can choose.

Alchemy and Poisons Cooking and Brewing
Artistry (Jewelry) Disguise and Camouflages
Artistry (Painting) Document Forgery
Blacksmithing (Armors) Fletchering and Bowcrafting
Blacksmithing (Tools) Medicine and Surgery
Blacksmithing (Weapons) Sewing and Leatherworking
Building Construction Thieves' Tools and Trapmaking
Caligraphy and Mapmaking Woodworking and Woodcrafts

In addition, the list below contains types of Crafts specific to Icewind Dale and the Rime of the Frostmaiden campaign.

Artistry (Schrimshaw) Sled Animal Breeding
Lakeboats Building Sled Vehicle Building

Researching Lores

You can learn new Lore proficiencies during your adventure as long as you have access to a credible source of information such as a tutor willing to teach you or a library containing multiple books on the subject.

If you spend one week of downtime researching a subject, you gain a number of Lore recalls in that subject equal to 2 or your Intelligence modifier, whichever is greater. You can spend a Lore recall to recollect recently studied knowledge
in a specific Lore that related to the situation and gain temporary proficiency applicable to the next skill check.

If you spend weeks of downtime researching a Lore equal to 10 minus your Intelligence modifier, and the teacher is a master or source of information is exhaustive enough to contain whole knowledge related to the Lore, the DM may grant you a permanent proficiency in the Lore skill.

Intellect Bonus

Your cunning Intelligence allows you to learn more skills and knowledge than others. When creating a character, you gain a number of points equal to your Intelligence modifier. Subtract 2 points if your class, multiclass or planned subclass will be capable of casting spells based on your Intelligence attribute.

Spend Intelligence Points to...
Benefit Cost
Gain expertise in a Skill you're proficient in 3
Gain proficiency in a Skill 2
Learn a Lore or Craft, or additional language 1

When you permanently increase your Intelligence modifier, you may spend additional points as normal. Proficiencies learned by spending points cannot be lost once gained.

Expertise Dedication

When creating a character, after you choose all you skill proficiencies you may choose to focus most of your prior training in one skill and increase its proficiency to expertise. An expertise in a skill allows you to double the proficiency bonus when making an ability check. If you choose to do so, pick two other skills you are proficient in and remove that proficiency from them.

This optional rule allows all characters to access the expertise (double proficiency) skill mechanic, however at a very high cost of having only few skill proficiencies remaining. These characters will be very limited in what else they can do.

Updated Barbarian


Optional Class Features

Survival Instincts

2nd-level barbarian feature (replaces Danger Sense)

You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses one of those skills.

Instinctive Pounce

7th-level barbarian feature

As part of the bonus action you take to enter your rage, you can move up to half your speed and make one melee attack.

Path of the Ancestral Guardian

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

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

Barbarian Level Feature
3rd Consult the Spirits, Ancestral Protectors
6th Spirit Shield, Eyes of the Ancestors
10th Vengeful Ancestors
14th Spiked Retribution

Consult the Spirits

Starting when you choose this path at 3rd level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury spell as a ritual, without the need for material components. After you cast the spell in this way, you can't use this feature again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.

Ancestral Protectors

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

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Eyes of the Ancestors

Beginning at 6th level, you gain the ability to see through the eyes of your ancestral spirits. When you do so, you cast the clairvoyance spell as a ritual, without the need material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast the spell in this way, you can't use this feature again until you finish a short or long rest.

Voice of the Elders

Beginning at 10th level, you gain the ability to seek audience with the greatest heroes among your ancestral spirits. When you do so, you cast the divination spell as a ritual, without the need material components. Rather than contacting god or a god's servant, you are visited by a great elder spirit, and can ask about a specific goal, event, or activity related to you or your ancestors only. Wisdom is your spellcasting ability for these spells. After you cast the spell in this way, you can't use this feature again until you finish a long rest.

Vengeful Ancestors

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

Path of the Battlerager

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

Barbarian Level Feature
3rd Battlerager Armor, Dwarven Upkeep
6th Reckless Abandon, Battlerager Charge
10th Deadly Spikes, Spiked Retribution
14th Spiked Retribution

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon while not wielding a shield. You gain a special version of a chain shirt or scale mail that was modified into spiked armor, and costs 75gp. You are proficient in spiked armor as an exotic melee weapon. If you hit with it, you deal 1d6 + your Strength modifier piercing damage to one target within 5 feet from you.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your spiked armor against a target within 5 feet of you. Additionally, when you successfully grapple, restrain or pin a creature, or a creature successfully does the same to you, the creature takes 3 piercing damage if your check succeeds.

Once per long rest, you can modify any medium armor to become spiked armor. You need 25 gp in raw materials and a skill check using Blacksmith (Armors) Craft. Any armor that becomes spiked armor causes it to weigh 5 pounds more. If the armor is magical, then the gold required is increased by 50 gp for each rarity level (common to legendary) , and the damage from your spiked armor becomes magical.

Dwarven Upkeep

At 3rd level, you learn the mending cantrip as barbarian cantrip so you can maintain your spiked armor. Constitution is your spellcasting ability for this cantrip.

Reckless Abandon

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

Battlerager Charge

Beginning at 6th level, the speed granted by Fast Movement barbarian feature is increased by 5 feet. In addition, while raging, you can take the Dash action as a bonus action on each of your turns.

When you Charge, Shove or Tumble Through a creature, that creature takes 3 piercing damage if your check succeeds.

Deadly Spikes

Starting at 10th level, when you would deal 3 piercing damage when you grapple, restrain or pin a creature or a creature does the same to you, or you Charge, Shove or Tumble Through a creature, instead you deal piercing damage equal to your Strength modifier (minimum of 3).

Spiked Retribution

Starting at 10th level, when a creature within 5 feet of you hits you with an attack, you can use your reaction make an attack with your spiked armor against the attacker.

If you are raging, you can choose to attack recklessly with this attack, unless you have already attacked recklessly during your last turn.

Battlerager Vigor

At 14th level, your might is unmatched by most. Whenever you use your Relentless Rage, you reduce the DC by an amount equal to your Constitution modifier.

Additionally, when you begin raging and at the start of each your turns while raging, you gain temporary hit points equal to 2 + your Constitution modifier if you have no more than half of your hit points left. These temporary hit points vanish when your rage ends or when you doff your spiked armor.

Path of the Beast

Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.

Barbarian Level Feature
3rd Form of the Beast
6th Night sight, Bestial Soul
10th Infectious Fury
14th Call of the Hunt

Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. Pick a beast type creature that you partially transform or embrace its features to during your rage. The DM should approve its ability to use one or several natural attacks such as bite, claw or tail attack.

Form of the Beast

When you adopt this path at 3rd level and enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options approved by the DM each time you rage:

Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your proficiency modifier (minimum of 1).

Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. Once on each of your turns if you hit the same target with two or more melee attacks with your claws, you can make one additional attack using your claws at the end of your turn.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. When a creature enters your reach or moves within your reach and ends its move within 5 feet from you, you can use your reaction to make an opportunity attack against that creature.

Night sight

Starting at 6th level, the beast grants you th ability to hunt at night with deadly precision. You gain darkvision up to 60 feet.

Bestial Soul

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

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

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater for 1 hour.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.

Infectious Fury

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

  • The target must use its reaction to make a melee attack of your choice against another creature of your choice that you can see. If it doesn't have a suitable target, it automatically hits itself.
  • Target takes 2d12 psychic damage. The damage increases to 3d12 when you reach 14th level, and 4d12 when you reach 13th level.

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

Call the Hunt

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).

You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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

Path of the Berserker

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

Barbarian Level Feature
3rd Frenzy, Intimidating Presence
6th Mindless Rage, Tireless Rage
10th Retaliation
14th Indomitable Frenzy

Frenzy

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

In addition, while your hit points are below half of your maximum hit points your Rage damage is increased by 1.

Intimidating Presence

At 3rd level, you gain proficiency in the Intimidation skill. If you already have proficiency in Intimidation, you can choose another skill you are not proficient in.

In addition, if you kill a creature on your turn you can use a Bonus Action to attempt to frighten another creature you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength or Charisma modifier, your choice) or be frightened of you until the end of your next turn. On each next turn, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Mindless Rage

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

Also, during your Frenzy rage your proficiency bonus is doubled for any ability check that uses Intimidation.

Tireless Rage

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

Retaliation

Starting at 10th level, when you take damage from a creature that is within 5 feat of you, you can use your reaction to make a melee weapon attack against that creature.

Indomitable Frenzy

Starting at 14th level, your frenzy sends your body into overdrive. When you are raging and using the Reckless Attack feature, you can make two melee weapon attacks
as a bonus action, but without the advantage granted by Reckless Attack feature.

In addition, while your hit points are below half of your maximum hit points your Rage damage is increased by 2 instead of 1.

Path of the Storm Herald

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

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

Barbarian Level Feature
3rd Storm Aura, Hardskin Endurance
6th Storm Soul, Land Attunement
10th Shielding Storm
14th Raging Storm

Storm Aura

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

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

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

Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Hardskin Endurance

Also at 3rd level, you become resistant to the environmental weather effects while in your chosen environment with the Storm Aura feature. You suffer no ill effect from normal environmental effects like hot and cold weather, and extreme environmental effects such as extreme heat or cold affect you as normal environmental effects that you cannot ignore.

Storm Soul

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

Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Sea. You gain resistance to lightning damage, and you can breathe underwater for up to 1 hour. You also gain a swimming speed of 40 feet.

Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Land Attunement

Also at 6th level, while in your chosen environment with the Storm Aura feature and not indoors, your proficiency is doubled for all Nature, Survival and Perception checks.

Shielding Storm

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

Raging Storm

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

Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dxterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.

Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Path of the Totem Warrior

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

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

Barbarian Level Feature
3rd Spirit Seeker, Totem Spirit
6th Animal Instinct, Aspect of the Beast
10th Spirit Walker
14th Raging Storm

Spirit Seeker

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

Totem Spirit

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

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

Ape. While raging, enemies have disadvantage on escaping grapple checks against you and disadvantage on rolls to disarm you. The grip of a giant ape is everlasting.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Boar. Once per short rest, while raging, if you take damage equal to or less than 5 + your Constitution modifier that would reduce you to 0 hit points, you are reduced to 1 hit point instead. The spirit of the boar makes you relentless.

Bull. While raging, you gain temporary hit points at the start of each of your turns, equal to your Rage damage. These temporary hit points last until your rage ends. While you have temporary hit points from your Totem Spirit feature, you also have resistance to acid, cold, fire, lightning, poison, and thunder damage. The spirit of the bull lends you resilience in the heat of battle.

Eagle. While you're raging and aren't wearing heavy armor, your rage gives you advantage to Dexterity checks and Dexterity saving throws instead of Strength. Also while raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. Also while raging, when you use the Charge action to Strike, the maximum additional damage you can do is equal to the total of your Strength and Constitution modifiers. The spirit of the elk empowers your charges with devastating force.

Rat. While you're raging and not wearing heavy armor, you gain +1 to AC and Dexterity saving throws, and can use the Hide or Disengage action as bonus action on your turn. The spirit of the rat makes you numble enough to avoid incoming blows.

Tiger. While raging, your unarmed strikes gain the finesse property, and you gain a +1 bonus to any attack rolls with it. Also while raging, your unarmed strikes using your action or bonus action deal 1d4 + your Strength or Dexterity modifier slashing damage. The spirit of the tiger empowers your swift strikes.

Wolf. While you're raging, all friendly creatures have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Animal Instincts

Starting at 6th level, you gain proficiency in one skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The animal spirit hones your survival instincts.

Aspect of the Beast

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

Ape. While raging, you can attempt to grapple, restrain or pin a creature as a bonus action without suffering disadvantage. The creature you attempt to restrain ro pin can be one size larger than you or smaller. When you succeed on a grapple check, the grappled creature takes bludgeoning damage equal to 1d6 + your Strength modifier. The spirit of the ape teaches you to break your enemies with painful holds.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Boar. The spirit of the boar guides your trample. You can move through difficult terrain (but not greater difficult terrain) as though it were normal terrain. In addition while raging, your Totem Spirit feature can be used a number of times per short rest equal to your Constitution modifier instead of once before short rest. Every time you use the feature, you can use your reaction to make a melee attack against the creature that brought you to 0 hp.

Bull. You gain the stubbornness of a bull, in both mind and body. While raging, you have advantage on Wisdom saving throws against effects to charm or frighten you, as long as the source is a hostile creatures. If an effect causes you to make such a Wisdom saving throw and you successfully resist the effect, you enter a battle frenzy and your Rage damage is doubled until the end of the next turn.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. When using ranged weapons, your short range is also doubled and you can apply your Rage damage to ranged attacks made while raging. Additionally, dim light doesn't impose penalty on your Passive Perception and Wisdom (Perception) checks.

Elk. While you're raging and aren't wearing heavy armor, when you Charge and successfully succeed to Strike or Slam, you may use the rest of your movement to Tumble Through the same target. If you succeed at it, the target takes 2d4 + your Strength modifier bludgeoning damage. The elk spirit shows you how to trample through your enemies.

Rat. You gain the immune system of a rat. You are immune to nonmagical diseases, and you gain resistance to poison damage and saving throws against being poisoned. Also after dipping your weapon in foul dirt or rotting carcass for one minute, during each of your turns and while raging the first attack that deals slashing or piercing damage also deals one weapon die of poison damage as long as the target has no resistance or immunity to poison damage.

Tiger. Your unarmed strikes damage increases to 1d6 + your Strength or Dexterity modifier slashing damage. If you successfully hit the same target with two or more attacks during your turn, it takes an additional 1d6 damage at the end of its next turn. The cat spirit teaches you how to bleed out your enemies.

Wolf. While you are raging, you can use your reaction to redirect a successful melee attack against a friendly creature that is within 5 feet from you, as long as the attacker is also within 5 feet from you. The attack deals maximum damage. The wolf teaches you how to protect your allies.

Spirit Walker

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

Totemic Attunement

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

Ape. While raging, any creature that starts its turn restrained or pinned by you takes bludgeoning damage equal to 1d6 + your Strength modifier + Rage damage. The spirit of a giant ape crashes its enemies in its arms.

Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Boar. Every time you roll for initiative you recover one use of your Totem Spirit feature. Also while raging, the damage you can shrug off using your Totem Spirit feature increases to 10 + your Constitution modifier. The spirit of the boar makes you survive even the worst of killing blows.

Bull. You gain the vigour of a bull. Both your carrying capacity and maximum to push, drag and lift weights are doubled and you may maintain your rage without attacking or taking damage, as long as you are carrying, pushing, dragging or lifting objects in excess of 500 lb. Additionally, you are not slowed by pushing or dragging weight in excess of your carrying capacity and you can move at full speed while grappling a creature. While raging, you can also grapple, restrain and pin creatures that are one size larger than you.

Eagle. While raging, you have a flying speed of 40 feet. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. You take half damage from falls from distance less than 100 feet, even if you are no longer raging. If you are grappling a creature as you fall while raging and the creature is your size or larger, you can use your reaction to redirect the fall damage to it instead.

Elk. While raging, when you successfully Tumble Through your target as part of your Charge action, the target must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone. If it is knocked prone, you can use your reaction to make one melee attack against it.

Rat. While you're raging and not wearing heavy armor, you gain +2 to AC and Dexterity saving throws instead of +1. Also, the spirit of the rat encouraging swarming the enemy. While raging, you may use your reaction on your turn to make an additional melee attack against a creature if there are at least two allies within 5 feet from it.

Tiger. While you're raging, your bonus to attack rolls with unarmed strikes increases to +2. If you successfully hit the same target with three or more attacks during your turn, you can make one additional unarmed strike as a free attack. The cat spirit finally grants you swiftness to rend and decimate enemies.

Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller target prone when you hit it with melee weapon attack. Additionally, while you are raging, any prone hostile creature you are threatening has its DC to stand from prone increased by +2.

Path of the Wild Magic

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

Barbarian Level Feature
3rd Magic Awareness, Wild Surge
6th Bolstering Magic, Wild Magic Distortion
10th Unstable Backlash, Empowered Wild Magic
14th Controlled Surge

Magic Awareness

Starting at 3rd level, when you enter rage, you can open your awareness to the presence of concentrated magic. Until your rage ends, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

Wild Surge

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

Until your rage ends, anytime you use your Reckless attack at the start of your turn, you can spend your bonus action until the end of your turn to repeat the same magical effect.

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

d8 Magical Effect
1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points if you dealt at least 12 damage that way.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, repeated uses of this effect only teleports you up to 15 feet.
3 An intangible spirit, with a look of your choice, appears within 5 feet of one creature of your choice that you can see within 30 feet of you. The spirit engages any hostile creatures and provides flanking to you and your allies. At the start of your next turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage.
4 Magic infuses one weapon of your choice that you are holding. Until your turn ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before the start of your next turn, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until the start of your next turn, you are surrounded by multi colored, protective lights. You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Thorns and vines temporarily grow around you. Until the start of your turn, the ground within 15 feet of you is difficult terrain for your enemies. For each 5 feet of movement in that area the enemies take 1d4 piercing damage.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. The creature then becomes immune to being blinded by you for the next hour.

Bolstering Magic

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

  • Until your rage ends, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Each time it uses this effect, you and the creature take 1d6 force damage. If you touched yourself, you take 2d6 force damage instead.
  • Roll a d6. The creature regains one expended spell slot, the level of which equals half the number rolled (rounded up) or lower, up to the creature's choice. Once a creature receives this benefit, that creature can't receive it again until after a long rest.

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

Wild Magic Distortion

As 6th level, your rage is so powerful, the blast of wild magic can temporarily disable the magical effect of items around you. When you enter rage, you can focus your anger towards one magical item or effect within 30 feet you can see, or a creature concentrating or benefiting from a spell. The DM decides the item rarity, effect or spell level used to create the effect. You take an amount of force damage and levels of exhaustion as shown on the table below. Exhaustion taken this way cannot be recovered until you take long rest.

As long as you do not fall unconscious due to the damage taken, the item, effect or spell are temporarily disabled until your rage ends, and the creature concentrating on the spell must make a concentration check at disadvantage.

Damage Exhaustion Magical Item, Effect or Spell
2d4 Common magical item; effect or spell of 2nd level or lower
4d6 Uncommon magical item; or spell or spell of 3rd or 4th level
8d8 +1 Rare magical item; effect or spell of 5th or 6th level
10d10 +2 Very rare magical item; effect or spell of 7th or 8th level.
12d12 +2 Legendary magical item; effect or spell of 9th level.

Unstable Backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage that you do not have resistance against or fail a saving throw while raging, you can use your reaction to produce the same effect as decided when you entered your rage.

Empowered Wild Magic

Also at 10th level, your wild magic effects grow stronger than before. When you deal force damage due to a wild magic effect, you deal one extra die as force damage. If your target rolls 1 on a saving throw, it has vulnerability to force damage from the triggering effect.

Controlled Surge

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

Path of the Zealot

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

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

Barbarian Level Feature
3rd Indoctrination, Divine Fury,
Warrior of the Gods
6th Zealotry, Fanatical Focus
10th Zealous Presence
14th Rage beyond Death

Indoctrination

Starting when you choose this path at 3rd level, you become proficient in Religion. Your proficiency bonus is doubled on all checks related to your faith.

Divine Fury

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

Warrior of the Gods

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

If you ever transgress against your faith, you lose access to this feature. You may only regain it if you atone through great challenge set by your god's servants.

Zealotry

Starting at 6th level, you can add your Strength modifier to any Charisma (Intimidation or Persuasion) to defend your faith or to force other creatures to follow its commandments.

Fanatical Focus

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

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can't use it again until you finish a long rest.

Rage beyond Death

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

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

Updated Cleric

New Class Features

Channel Divinity: Harness Divine Power

2nd-level cleric feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Cantrip Versatility

4th-level cleric feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Blessed Strikes

8th-level cleric optional feature (replaces 8th level domain feature)

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Light Domain

Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

At each indicated cleric level, you add the listed spells to your spells prepared.

Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying

Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see and the attack would hit you, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker. An attacker that can't be blinded is immune to this feature.

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

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled and your holy symbol emits sunlight for 1 minute or until you release it. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you and the attack would hit.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Updated Druid

Optional Class Features

Wild Shape


2nd-level feature (addition to Wild Shape)

You can only turn into shapes of beasts that you have observed in their natural environment for at least 1 year. Once you have learned a wild shape in that way, you may assume the shape of a specific individual of its species if you have observed the individual for at least 1 hour.

When assuming the shape of beast, you may choose a creature that has flying or swimming speed even if your druid level limits you to such forms. The form has no access to limited speeds and cannot use them to move.

Wild Companion


2nd-level druid feature (enhances Wild Shape)

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Cantrip Versatility


4th-level druid feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Circle of the Arctic

Freezing temperatures and sharp cold winds is what these druids call their home. Wielding nature's icy kiss at the tip of their fingers, they defend the land of ice and snow with a fierce storm.

Cold Snap

Starting at 2nd level, you know the cantrip Frostbite and it doesn't count against your cantrips known. In addition, when a creature fails their saving throw against this cantrip, their speed is reduced by 10 feet.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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.

Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold

Freezing Shape

At 6th level, your inherent nature with your land has blessed your Wild Shape with the protection of ice. Whenever you use your Wild Shape to transform into a beast, your new form gains temporary hit points equal to your druid level.

Natural Affinity

Also at 6th level, you become immune to cold weather, and gain resistance to extreme cold weather. At 17h level, you become immune to extreme cold weather as well.

Icicle Fangs

Beginning at 10th level, ice and snow manifest itself in your ferocity. When you deal cold damage with your circle spells, you can add your Wisdom modifier (minimum of 1) to the total damage roll.

Additionally, your weapon attacks in your Wild Shape form can now deal cold damage instead of its usual damage type.

Winter Soul

At 14th level, you invoke the very manifestation of nature's winter and its icy wrath. When you use your Wild Shape, you can choose to become a spirit of water, granting you additional properties:

  • You ignore difficult and greater difficult terrain caused by snow or ice.
  • You gain immunity against cold damage.
  • When you take thunder damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, your next attack or check until end of your next turn suffers from disadvantage.
  • While you are in a snowy terrain, you gain bonus to your Dexterity (Stealth) checks. This bonus is equal to half of your druid level.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of Coast

The sea breeze and ocean waters brings comfort to you. Just like the lands, these druids protect the many oceanic environments scattered across the world.

Initiate of the Deep

Starting at 2nd level, you learn the cantrip Shape Water and it doesn't count against the number of cantrips known. In addition, the area in which you can affect with this cantrip increases by an additional 5-foot cube for every four levels you have in this class.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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.

Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying

Water Strider

At 6th level, your body has adapted when moving in any body of water. Your swimming speed is now equal to your speed and you have +1 AC while underwater. This feature extends to any of your forms in Wild Shape.

One with the Water

Also at 6th level, you can hold your breath underwater for up to 10 minutes. At 17th level you can do it for uo to 1 hour.

Wellspring of Life

Beginning at 10th level, the waters you conjure and manipulate now possesses curative properties that can easily mend wounds. When you cast any of your circle spells, all friendly creatures within 5 feet of you regains hit points equal to half of the spell's level + your Wisdom modifier.

Ocean's Purity

At 14th level, you invoke the very power of the oceans wherever you are and become one with water itself. When you use your Wild Shape, you can choose to become a spirit of water, granting you additional properties:

  • Your swimming speed is doubled and you can breathe underwater.
  • You gain immunity against acid damage.
  • When you take cold damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, your speed is reduced by 20 feet until the end of your next turn.
  • You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.
  • While you are underwater, you gain bonus to your Dexterity (Stealth) checks. This bonus is equal to half of your druid level.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of the Desert

You have overcome the scorching sands and blistering heat. Experiencing the harshness of one of nature's lands, you can call forth the very essence of the desert at your whim.

Shifting Sands

Starting at 2nd level, the sands of the desert constantly change, shifting and weaving through the winds to present an everlasting challenge to those who walk in it. you learn the cantrip mold earth and it doesn't count against your cantrips known. In addition, you can cast this cantrip as a bonus action.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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.

Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water,
Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone

Desert Guard

At 6th level, you can call upon the protection of the desert, creating a small and localized sand storm around you. As a bonus action, you create a sand storm in a 5-foot-radius around you that lasts 1 minute. While in it, you are considered blinded and under full cover until you move out of the area or the start of your next turn. While inside the sand storm, at the start of each of your turns you regain hit points equal to your Wisdom modifier (minimum of 1). You can stop the sand storm as a reaction, including during your turn.

Once you use this feature, you must finish a short or a long rest before you can use it again.

Natural Affinity

Also at 6th level, you become immune to hot weather and resistant to extreme hot weather. At 17th level, you become immune to extreme hot weather as well.

Terror of the Dunes

At 10th level, nobody truly knows what is hidden beneath the rolling sands of a desert, although this truth is only known who would dare trespass and not many survives. While in your Wild Shape form, your first attack in that form while hidden has bonuses to its attack and damage rolls. This bonus is equal to half of your druid level.

Additionally, you can reduce the duration of your form by an hour to choose another beast of equal CR or lower and transform into that beast. When you do so, you retain your previous form's temporary hit points.

You can do this a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest.

Sand Layer

At 14th level, your connection with the land has allowed you to attract sand so fine that they're nearly invisible, constantly flowing around you, and empowering your beast. When you use your Wild Shape, you can choose to become a spirit of the sand, granting you additional properties:

  • You ignore difficult and greater difficult terrain caused by sand and quicksand.
  • You gain immunity against fire damage.
  • When you take cold damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, your AC is decreased by 1 until the end of your next turn.
  • When you roll your hit die to regain hit points during short or long rest you gain a bonus of +1 AC for each hit die spent, up to a maximum of +3 AC. When you take damage while you have bonus AC from this feature, you gain resistance against the triggering damage and you lose the bonus AC from this feature.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Druid Level Feature
2rd Bonus Proficiency, Balm of the Summer Court
6th Tranquil Mind,
Hearth of Moonlight and Shadow
10th Hidden Paths
14th Critical Infusion, Arcane Shot Option

Bonus Proficiency

At 2nd level, you gain proficiency in one of the following skills of your choice: Arcana, Insight, Perception, Persuasion or Religion. Your proficiency is doubled for all checks using the chosen skill related to dreams, visions and the Feywild.

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Tranquil Mind

At 6th level, you gain the ability to weave your spells from beyond consciousness. You learn the sleep spell and it doesn't count against the number of spells known.

At the start of your turn, you can choose to fall asleep, but you are not considered unconscious. Upon falling asleep and at the start of each of your turns while asleep, you gain temporary hit points equal to your Wisdom modifier plus half your level.

While you are asleep due to this ability, you may cast spells without requiring their verbal or somatic components, but you can only target friendly creatures. You can also communicate telepathically to any non-hostile creature within 60 feet of you, but they must share a language with you and cannot respond telepathically.

While you are asleep due to this ability, you can cannot see and automatically fail any check requiring sight, but all your other senses work as normal.

When a creature damages these temporary hit points in any way you can choose to wake up. If you do, the creature must make a Charisma saving throw against your spell save DC or be stunned until the start of your turn.

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

Circle of the Forest

Bountiful harvest and whispers of the wood sings their sweet melodies to you. Perhaps one of the well-known druids of any circles, they are much more connected with the land given the vibrant life that surrounds them during their stay.

Binding Roots

Starting at 2nd level, the forest would never abandon you when you need it. You learn the cantrip Thorn Whip and it doesn't count against your cantrips known. In addition, when you hit a creature with this cantrip, you can use your bonus action to attempt to grapple the creature. You use your spellcasting modifier instead of your Strength (Athletics) for the check.

At the start of each of your turns, you can use your action to cast Thorn Whip. If you do, the creature continues to be grappled until it succeeds on a check against your grapple. On success, they are freed from the grasp.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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.

Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride

Natural Recovery

Beginning at 6th level, you can regain some of your magical energy by sitting in meditation and communing with nature while not in a barren environment (such as desert or arctic). During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Child of the Woods

At 10th level, your experience with nature has given you a sure step in forest enviroment. You are unaffected by difficult terrain due to thick forest, and you have advantage to all checks to hunt or forage in a forest environment.

Twisted Roots

Also at 10th level, you can use your magic to cause powerful roots to rise and seek out your foes. As an action, you cause magical roots and vines to burst forth from a solid surface you can see within 60 feet. The vines cover an area with a radius of 10 feet and can reach away from the surface up to 10 feet.

The roots immediately seek out any and all creatures within the radius of the effect, grappling them using Wisdom modifier as their Strength modifier. You can use a bonus action to exempt or re-target a creature within the radius, either freeing it from the vines or causing them to grapple it again, including creatures that are up to 10 feet away from the radius of the effect.

This effect remains for 1 minute, or until you cancel it as a bonus action. You may use this feature once per short rest.

King of the Forest

When you reach 14th level, your wild shapes is infused with the essence of the woods, drawing power from the life that surrounds it. When you use your Wild Shape, you can choose to become a spirit of woods, granting you additional properties:

  • Your ignore difficult and greater difficult terrain in underbrush and forest terrain.
  • You gain immunity against necrotic damage.
  • When you take fire damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, your take damage at the end of your next turn equal to half the damage from the damaging effect.
  • Once per wild shape, as a bonus action you can step into a tree, bush, tall grass or a rock and immediately teleport to another such location you have seen within 60 feet. Both the initial location and the destination must be objects that are as large as you or larger.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of the Grassland

These druids welcomes the vast and open fields of greenery and rolling hills. No obstruction can hide intruders from them and they have adapted well, moving swiftly as the passing wind within these lands.

Swift Step

Starting at 2nd level, you know the gust cantrip and it doesn't count against your cantrips known. Whenever you cast this cantrip, you gain bonus speed until the end of the turn. The bonus is equal to 5 feet for every four levels you have in this class.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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.

Druid Level Circle Spells
3rd Invisibility, Pass without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague

See the Wind

At 6th level, you learn how to read the wind that is so familiar to you, guiding yourself with each passing breeze. Whenever you use your Wild Shape feature to assume a new form, you gain the benefit of the Dash action for that turn.

Natural Affinity

Also at 6th level, all your short and long rests in grass environment are considered comfortable and you may reroll once every hit die you spent to regain hit points during such rest. At 17th level, any effect that prevents you from taking a rest or slows your speed while in a grassland environment is ignored.

Read the Wind

At 10th level, you can spot movements even without seeing them by reading the sudden changes in the wind pattern. You can use the Search action as a bonus action and gain bonus to your Wisdom (Perception) and Passive Perception equal to half of your druid level.

When you use this feature, your speed is reduced by half until the end of your next turn.

Pride of the Prairie

Beginning at 14th level, your wild shape emerges from a sea of tall grass, and the winds empower it with strength and agility. When you use your Wild Shape, you can choose to become a spirit of plains, granting you additional properties:

  • When you take the Dash action, you gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn.
  • You gain immunity against thunder damage.
  • When you take lightning damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, you treat any terrain as difficult terrain until the end of your next turn.
  • You gain advantage against any checks made against you that would affect your speed.
  • When you move more than 20 feet during your turn, your movements no longer provoke attacks of opportunity until the end of the turn.

Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

Combat Wild Shape

You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Level Max. CR Limitations
2nd 1 No flying or swimming speed
4th 1 No flying speed
6th 2 No flying speed
8th 2
9th 3
12th 4
15th 5
18th 6

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Circle of the Mountain

Spending their time within the peaks of mountains and valleys, watching the clouds roll below them and experiencing the adrenaline flowing through their veins with each climb. These druids tap into the jagged rocks and defiant fortitude of their land to stand taller among others.

Roar of the Giant

Starting at 2nd level, you know the thunderclap cantrip and it doesn't count against your cantrips known. Whenever a creature fails their saving throw against this cantrip, they are also knocked back 5 feet away from you.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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.

Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone

Mountain's Pressure

Beginning at 6th level, the land you've attuned has given your druidic power the power of the mountains. When you deal damage with your circle spell, you can choose to deal additional thunder damage equal to your Wisdom modifier.

Mountain Affinity

Also at 6th level, you need half the rations and water when resting in a mountain terrain, and you gain a climbing speed equal to your movement speed. At 17th level, your climbing speed is doubled and any falling damage you take is halved.

Relentless Stand

At 10th level, you can enter a stance and channel the fortitude of the land to bolster your defenses. When you take the Dodge action, you can instead choose to reduce all damage you take equal to half of your druid level until the start of your next turn instead of the Dodge action's benefits.

Titanic Shape

Beginning at 14th level, the mountain's essence has seeped deep inside you, unleashing the full strength of your druidic calling. When you use your Wild Shape feature to transform into a beast, you can choose to activate this feature and gain the following benefits:

  • You beast form is one size larger than normal.
  • Your beast form gains a bonus +2 to AC but its speed is halved.
  • You beast form gains additional hit points equal to your druid level.
  • When you take psychic damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, you are stunned until the end of your next turn.
  • When you deal damage while in your beast form, you add your Strength or Dexterity modifier (your choice) to your damage rolls twice.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of the Shepherd

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Spirit Totem

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.

The effect of the spirit's aura depends on the type of spirit you summon from the options below.

Bat Spirit. Even the blind may see under the bat's influence. Creatures of your choice in the spirit's aura gain blindsight that extends to the edges of the aura in addition to any other type of vision they have.

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Rat Spirit. Adopting the spirit's furgive movememt, friendly creatures in the aura may take the Disengage action as a free action an gain advantage to Dexterity (Acrobatics) checks to avoid or escape being grappled, restrained or pinned.

Serpent Spirit. The speed and cunning of a coiled serpent allows even overextended strikes to hit home. When it is summoned, friendly creatures in the totem's aura increase their weapon attacks by 5 feet if they do not have reach, and spell attacks by 10 feet. Also, they can add your Wisdom modifier in poison damage to their first successful weapon attack since the spirit totem was summoned.

Spider Spirit. The cunning trap layer makes its lair where you place it. The spirit's aura creates a zone that is magical difficult terrain for enemy creatures. You may use your reaction to cause a dlying creature that enters the aura to take Dexterity saving throw against your spellcasting DC or lose their flight speed and begin falling normally.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

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

Circle of the Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Blindness/Deafness, Gentle Repose
5th Animate Dead, Gaseous Form
7th Blight, Confusion
9th Cloudkill, Contagion

Halo of Spores

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Fungal Infestation

At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

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

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Circle of the Stars

An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Star Map

You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table. If you lose your map, you can spend 1 day of downtime to create a replacement.

Star Map
d6 Map Form
1 A scroll of living wood that aligns with heavenly bodies
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Tempered glass disks that align to depict constellations

You can cast the augury spell without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Starry Form

Starting at 2nd level, you gain the ability to harness constellations' power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you're incapacitated.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class.

Archer. A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

Dragon. A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Once you treat a roll as a 10, the dragon's power weakens and the maximum value of the roll to treat as 10 decreases by 1, to a minimum of 3. The decrease is cumulative and lasts until the constellation is dismissed.

Cosmic Omen

Starting at 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:

Weal (even) Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

Woe (odd) Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

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

Full of Stars

Beginning at 10th level, while your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Star Flare

At 14th level, your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet outside the sphere. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn. At 17th level, the radian damage increases to 5d6.

Once you have used this action, you can't use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.

Circle of the Swamp

While many considers the swamplands inhospitable, many druids choose their calling here. Learning the land that gives life to many strange, yet wondrous creatures. While each being's perspective of a swamp differs, these druids can channel the many faces of their land against their foes.

Corrosive Touch

Starting at 2nd level, you know the primal savagery cantrip and it doesn't count against your cantrips known. You can cast this cantrip while in your Wild Shape form.

At 17th level, when you hit a creature with this cantrip, the creature must succeed a Constitution saving throw against your spellcasting DC or have their AC reduced by 1 for one minute. A creature's AC reduced through this cantrip cannot be affected by the same cantrip until they recover from the effects of this feature. If you hit an unattended object or a structure with this cantrip, you immediately reduce its AC equal to half of your druid level. The AC reduction is permanent unless repaired.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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.

Druid Level Circle Spells
3rd Darkness, Melf's Acid Arrow
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying

Bog Water's Resilience

At 6th level, your time within the swamps has strengthened your endurance and immunity. You gain resistance against poison and acid damage. In addition, you gain advantage to all checks against diseases and poisons. At 14th level, you become immune to nonmagical poisons and diseases, as well as the poisoned condition.

Swamp Affinity

Also at 6th level, you ignore difficult terrain, and treat greater difficult terrain as difficult terrain you cannot ignore, while moving through swamp. Anytime you benefit from half cover in a swamp environment, you get a +5 bonus to AC instead of +2. At 17th level, anytime you benefit from half cover ina swamp environment, you instead get the benefit of total cover.

Marsh Step

Starting at 10th level, your druidic nature awakens the sleeping marshes deep within the land, causing them to rise with each step. While in your Wild Shape form, you can use your bonus action to cause all creatures within 5 feet of you to make a Constitution saving throw or become Poisoned for 1 minute. In addition, whenever you use this feature, all terrain within 10 feet from you becomes difficult terrain until the end of your next turn.

You can use this a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest.

Call of the Swamp

At 14th level, the swamplands has bestowed its essence to the beasts who dwell in it. When you use your Wild Shape, you can choose to become a spirit of the marsh, granting you additional properties:

  • You gain tremorsense up to 60 feet while in a swamp environment.
  • You gain immunity against poison damage.
  • When you take necrotic damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, you gain 1 level of Exhaustion.
  • At the start of your turn, if you are standing in a swamp environment, you gain temporary hit points equal to your proficiency modifier.
  • Whenever you take bludgeoning, piercing or slashing damage, you deal poison or acid damage (your choice) to the attacker equal to half your druid level.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of Twilight

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.

These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.

Corrosive Touch

Starting at 2nd level, you know the toll the dead cantrip and it doesn't count against your cantrips known. When you cast this cantrip, your target is always considered to have below its maximum hit points.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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.

Druid Level Circle Spells
3rd Darkness, Gentle Repose
5th Bestow Dead, Dome of Night
7th Dominate Beast, Flicker
9th Dominate Person, Insect Plague

Harvest's Scythe

You have tapped into the forces governing life energy, and can harness them to your own ends. Starting at 2nd level, you can fashion a bladed weapon known as the Harvest's Scythe from natural materials such as wood and bone and is fueled with otherwordly energy. It is a versatile weapon that deals 1d8 slashing damage, or 1d10 if held in both hands. Your Wisdom stat is used for attacks and damage rolls. If destroyed, the weapon can be reformed over the course of a rtiual performed during a long rest. The scythe is a druidic focus, and you can use it to cast druid spells.

Additionally, you can augment your spells to strike at the very souls of your targets. Starting at 2nd level, you have pool of energy represented by a number of d6s equal to your druid level. Upon rolling damage for a druid spell or a melee attack made with the Harvest's Scythe, you can increase that damage by spending dice from the pool. If the damage is made with the Harvest's Scythe, the weapon becomes magical as well. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them as damage to your original damage roll. The damage is either necrotic or radiant, and it can be changed during a long rest.

If you kill a creature with the augmented damage, you or an ally of your choice you can see within 30 feet of you regains 2 hit points per die spent, or 5 hit points if the creature was undead.

You regain the expended dice when you finish a long rest.

Speech Beyond the Grave

At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead spell without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.

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

Watcher at the Threshold

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws.

Paths of the Dead

At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest.

Circle of the Underdark

The subterranean environment can be quite unforgiving for those unfamiliar with the nature of the land. Hidden from daylight, cold and damp, makes it a unique biome that offers druids who chooses this land as their circle for it holds secrets that can only be found beneath the ground.

Darkstones

Starting at 2nd level, you know the magic stone cantrip and it doesn't count against your cantrips known. When you cast this cantrip, you can now imbue a number of additional pebbles with magic equal to your druid level divided by 3.

At 5th level, when you use your action to attack with a pebble, you can throw up to 2 pebbles at once.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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.

Druid Level Circle Spells
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Stone Shape
9th Cloudkill, Insect Plague

Cavernous Whisper

At 6th level, your time within the underdark has developed your senses to thrive within the land beneath. You gain darkvision out to 60 feet. If you already have darkvision, this extends to 120 feet.

In addition, you gain bonus to your Wisdom (Perception) score and Passive Perception equal to your proficiency bonus while you are in darkness or half of your proficiency bonus while you are in dim light.

Deep Affinity

Also at 6th level, you can always tell the directions and the time while in the underdark environment. You can recall all your travels in an underground environment in the past 1 day. At 17th level, you can tell directions and the time while in magical darkness, and you can recall your travels in the same environment for up to 1 month.

Breath of the Dark

At 10th level, you can momentarily heighten your senses, granting you the ability to feel the earth around you. As an action, you can spend a minute to gain tremorsense out to 30 feet until the end of your turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest.

Beast of the Underdark

At 14th level, the very essence of the underdark shrounds your hunting beast. When you use your Wild Shape, you can choose to become a spirit of the depths, granting you additional properties:

  • You gain advantage to all Dexterity (Stealth) checks in dim light and full darkness, and you can take the Hide action as a bonus action.
  • You gain immunity against necrotic damage.
  • When you take radiant damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, you have vulnerability to the damaging effect.
  • At the start of your turn, if you are in an underdark environment and you are in full darkness, you heal 1d4 hit points and gain temporary hit points equal to your proficiency modifier.
  • While in an underdark environment, walls provide the same effect as friendly creatures for the purpose of flanking.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of Wildfire

Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.

Blazing Bolts

Starting at 2nd level, you know the fire bolt cantrip and it doesn't count against your cantrips known. When you cast this cantrip, you do 1 additional fire damage per four druid levels you have.

Circle Spells

You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells.

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Locate Animals or Plants, Scorching Ray
5th Fireball, Plant Growth
7th Aura of Life, Fire Shield
9th Flame Strike, Raise Dead

Summon Wildfire

Starting at 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 1d10 fire damage. The damage increases to 2d10 at 5th level, 3d10 at 9th level, and 4d10 at 14th level.

The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the wildfire spirit stat block. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. It must remain within 60 feet from you or it disappears. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.


Wildfire Spirit

Small elemental, any chaotic alignment


  • Armor Class 13 (natural armor)
  • Hit Points equal to six times your level in this class
  • Speed 20 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)

  • Saving Throws Dexterity +4, Constitution +4, Wisdom +4
  • Skills Athletics +2, Nature +4
  • Damage Immunities fire
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

Soul Bond. The following numbers increase by 1 when your proficiency bonus increases: the spirit's skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.

Hide in Flame. Your spirit can hide itself, merging with other sources of small flame like campfires or torches, before exploding outwards 5 ft. in a surprise attack dealing an additional 1d4 fire damage.

Smoke Cloud. The wildfire spirit takes 3d6 damage and create a 20 ft. radius sphere of smoke centered around it. The sphere spreads around corners and its area is heavily obscured. Lasts for 1 minute or until a wind of moderate or greater speed (at least 10 m per hour) disperses it.


Actions (Uses Your Bonus Action)

Flame Seed. Ranged Weapon Attack: uses your spellcasting modifier to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 fire damage. The damage increases to 1d8 + 3 on 5th level, 1d10 + 4 on 9th level, and 1d12 + 5 on 14th level.


Fiery Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take damage equal to its Flame Seed attack.

The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, moves further than 60 feet away from you, or until it is dismissed.

Enhanced Bond

At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to the damage or healing roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Flames of Life

At 10th level, you gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. 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.

Blazing Endurance

Starting at 14th level, the bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level.

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

Updated Fighter

Optional Class Features

New Fighting Styles


Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.


Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and treat three-quarters cover as half-cover that cannot be ignored against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.


Interception

When another creature you can see hits a target ally that is within 5 feet of you with an attack that deals bludgeoning, piercing or slashing damage, you can use your reaction to reduce the damage it takes by 1d6 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.


Battlemaster Initiate

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.


Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.


Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier. If you strike with two free hands, the d4 becomes a d6.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with an unarmed melee attack.

Martial Versatility

New 4th-level fighter optional feature

Whenever you reach a level with in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Fighter Level Feature
3rd Arcane Archer Lore, Arcane Shot,
Arcane Shot Options
7th Magic Arrow, Curving Shot,
Arcane Shot Option
10th Ever Ready Shot, Arcane Shot Option
15th Critical Infusion, Arcane Shot Option
18th Arcane Superiority, Arcane Shot Option

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or druidcraft cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (Arcane Shot Options, below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll.

You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional use of this ability at 5th, 9th, 13th, and 17th level. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC is calculated as follows: Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier.


Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. The target also takes 1d6 force damage when the arrow hits it at 10th level, or 2d6 at 15th level.

Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 3d6 at 10th level, and 4d6 at 15th level.

Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 3d6 at 10th level, and 4d6 at 15th level.

Bramble Shot. When you make an attack with a ranged weapon, you can expend one superiority die to wrap the shot in thorns. On hit these thorns wrap about the target, forcing causing it become entangled in thorns. While entagled by thorns, each time it willingly moves 5 feet without teleporting, it takes 1d4 piercing damage, and makes a Dexterity saving throw. On a passed save, it escapes the brambles after taking damage. This brambles last for 1 minute, or until it passes a Dexterity saving throw after moving. As an action, a creature can clear away the brambles, taking piecing damage as if it moved. The damage increases to 1d6 at 10th level, and 2d4 at 15th level.

Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 3d6 at 10th level, and 4d6 at 15th level.

Fire Shot. When you make an attack with a ranged weapon, you can infuse your ammunition with the power of fire. On hit it explodes; dealing 1d6 additional fire damage, and all other creatures within 10 feet of the target must pass a Dexterity saving throw or take 1d6 fire damage. Any flammable items that are not worn or carried are ignited. The fire damage increases to 2d6 at 10th level, and 3d6 at 15th level.

Force Missile Shot. When you make an attack with a ranged weapon, you can forgo using a piece of ammunition, instead forming the ammunition from pure arcane energy. You do not need to expend a piece of ammunition on this attack, and the attack treats the target's armor as 10 + their Dexterity modifier by passing all armor or magical AC bonuses they have, but is automatically blocked by the shield spell. The attack gains a bonus +1 to the attack roll at 10th level, and +2 at 15th level.

Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage increases to 3d6 at 10th level, and 4d6 at 15th level.

Ice Shot. When you make an attack with a ranged weapon, you can infuse your ammunition with the power of ice prior to making an attack. On hit the target takes additional 1d6 cold damage and must pass a Constitution saving throw, or have their speed halved until the start of your next turn. The cold damage increases to 2d6 at 10th level, and 3d6 at 15th level.

Lightning Shot. When you make an attack with a ranged weapon, you can turn your ammunition into a bolt of lightning. When you make an attack you forgo making an attack roll and instead every creature in a line 5 feet wide and the normal range of your weapon long must pass a Dexterity saving throw or take 2d6 lightning damage instead of arrow's normal damage. Creatures take half as much damage on a successful save. The lightning shot deals 3d6 lightning damage at 10th level, and 4d6 at 15th level.

Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 3d6 at 10th level, and 4d6 at 15th level.

Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. The force damage increases to 3d6 at 10th level, and 4d6 at 15th level.

Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 3d6 at 10th level, and 4d6 at 15th level.

Splitting Shot. When you make an attack with a ranged weapon, you can fire a piece of ammunition that splits into two, targeting also an additional creature within 10 feet of the original target with the same attack roll. The splitting shot can target two additional creatures at 10th level, or four at 15th level.

Wind Shot. You can infuse your ammunition with the power of the wind prior to making an attack. Your attack ignores half cover and disadvantage from long range. If that attack hits, it deals an additional 2d6 thunder damage. The wind shot deals 3d6 thunder damage at 10th level, and 4d6 at 15th level.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 10th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Critical Infusion

Starting at 15th level, your magical archery is fueled by your feats in combat. If you score a critical hit and have no uses of Arcane Shot remaining, you regain one use of it.

Arcane Superiority

Starting at 18th level, your arcane shot deals an additional 1d6 that can be any of the damage types the shot is able to deal. Your Arcane Shot save DC is increased by 1.

Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Fighter Level Feature
3rd Student of War, Combat Superirority, Maneuvers
7th Know Your Enemy, Additional Maneuvers,
Additional Superiority Die
10th Additional Maneuvers,
Improved Combat Superirority (1d10)
15th Relentless, Additional Maneuvers,
Additional Superiority Die
18th Improved Combat Superiority (d12)

Student of War

At 3rd level, you gain proficiency with one Craft of your choice.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Maneuvers

The maneuvers are presented in alphabetical order.

Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.

Bait and Switch. When you're within 5 feet of an ally and a hostile creature hits your ally with a melee attack, you can expend one superiority die and switch places with that ally as a reaction. Your and your ally's movement doesn't provoke opportunity attacks. If your AC is higher than the attack roll, the enemy attack misses. If the attack would hit you, roll the superiority die and reduce the damage by the number you roll on your superiority die.

Blinding Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to blind or daze the target. You add your superiority die to the attack's damage roll, and if the target is Large or smaller, they must make a Dexterity saving throw. On a failed save, the creature is blinded until the start of their next turn.

Bolster Resolve. When either you or a friendly creature within 30 feet of you that can see or hear you makes a Constitution or Wisdom saving throw to end an effect on themselves, you can expend one superiority die as a reaction. Roll your superiority die and add it to that saving throw.

Brace. When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll.

Brutal Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to lower their vitality. You add your superiority die to the attack's damage roll, and the creature must make a Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by an amount equal to the total damage dealt by the attack until their next short or long rest. This can't reduce the target's hit point maximum below 1. A creature that fails the saving throw can only be affected by this once per short or long rest.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Commander's Eye. On your turn in combat, you can use a bonus action and expend one superiority die to take the Search action. You add your superiority dice to the total roll. If you succeed to spot a Hidden creature, it is no longer hidden to all friendly creatures that can see or hear you.

Deny Death. Bewfore you or a friendly creature adjacent to you makes a death saving throw, you can expend one superiority die to invoke the fighting spirit. Roll your superiority die before you make the death saving throw, then add its result to the death saving throw. If the death saving throw result is 20 or higher, it counts like a critical success. You must use your reaction when performing this maneuver on another creature.

Deny Surprise. When any friendly creatures within 30 feet of you are surprised but you are not, you can immediately expend one superiority die to spur all allies into action and allow them to act on their initiative count. A creature must be able to see or hear you to benefit from this maneuver.

Disabling Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to numb or slow their actions. You add the superiority die to the attack's damage roll, and the creature makes a Constitution saving throw. On a failed save, the creature is unable to use its reaction until the end of your next turn, and it loses one Legendary or Boss action until the start of its next turn.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Disorienting Blow. When you hit a creature with a weapon attack, you can expend a superiority die to strike the creature with a disorienting blow that makes it unable to discern friend from foe. You add the superiority die to the attack’s damage roll, and the creature must make a Wisdom saving throw. On a failed save, it is charmed by you until the end of your next turn.

Distant Attack. When you make an attack with a ranged or thrown weapon, you can expend a superiority die to double the normal range of the weapon, and increase the maximum range by the same number of feet added, for the remainder of your turn. If your initial attack hits, add your superiority die to the attack’s damage roll.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Disrupting Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disrupt the creature’s concentration. You add the superiority die to the attack’s damage roll, and the creature has disadvantage on any Constitution saving throw it must make to maintain concentration as a result of the attack

Evasive Footwork. When you move for the first time during your turn, you can expend one superiority die, rolling the die and adding the number rolled to your AC and Dexterity saving throws until the end of your turn.

Feinting Attack. You can expend one superiority die and use your reaction on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.

Finishing Maneuver. When you hit a hostile creature with a weapon attack, you can expend one superiority die to attempt to slay the target and bolster your resolve. You add the superiority die to the attack's damage roll. If the target is reduced to 0 hit points from that attack, you also gain temporary hit points equal to the number rolled on the superiority die plus half your fighter level.

Glancing Blow. When your attack roll misses the target's AC by no more than 5, you can expend a superiority die to make the attack a glancing blow. The target of the attack takes weapon's normal damage but the target has resistance to all damage dealt by that attack.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grabbing Attack. When you hit with a melee weapon attack, you can expend a superiority die to attempt to grab the target. Add your superiority die to the attack’s damage roll, then you can attempt a grapple against the hit creature as a reaction, dropping or sheathing a different held item if necessary to gain a free hand.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Muting Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to silence the target. You add the superiority die to the attack's damage roll, and if the target is Medium or smaller, it must make a Constitution saving throw. On a failed save, the target is unable to speak or cast spells with vocal component until the end of your next turn.

On Guard. When you make an opportunity attack using your reaction, you can expend one superiority die to immediately regain use of your reaction for the round. You cannot use this reaction to respond to the same action which triggered your initial opportunity attack.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Strength or Dexterity modifier (your choice).

Point Shot. As a bonus action, you can expend one superiority die and make a ranged weapon attack. If you hit, add the superiority die to the attack's damage roll.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Restraining Strike. Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target. Add the superiority die to your Strength (Athletics) check. If you beat the creature's result by 10 or more, the target is also restrained.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Shifting Attack. When you succeed on a Grapple or Shove attack, you can expend one superiority die to quickly strike the target. The grappled or shoved creature takes bludgeoning damage equal to the superiority dice roll + your Strength modifier.

Silver Tongue. When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.

Studious Eye. When you make a Wisdom (Insight or Perception) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage all other creatures around you with the same attack. Choose all creature within 5 feet of you. If the original attack roll would hit each other creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Wounding Attack. When you hit a creature with a weapon attack that deals percing or slashing damage and you beat the target's AC by 5 or more, you can expend one superiority die to cause the creature to bleed. At the start of its turns for the next one minute, the target must make a Constitution saving throw. On a failure, it takes damage equal to the number rolled on the superiority die. On a success, the bleeding stops. The target or a creature within 5 feet of it can use an action to make a Medicine check agaisnt your Maneuver Save DC to stop the bleeding. The bleeding also ends if the target receives magical healing. A creature can only be affected by one Wounding Attack at a time. Undead, elementals, and constructs are immune to this effect.

Know Your Enemy

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Improved Combat Superiority (d10)

At 10th level, your superiority dice turn into d10s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Improved Combat Superiority (d12)

At 18th level, your superiority dice turn into d12s.

Brute

Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.

Fighter Level Feature
3rd Bully, Brute Force
7th Brutish Durability
10th Devastating Critical
15th Brutal Blows
18th Survivor

Bully

Starting at 3rd level, you can add your Strength modifier to any Charisma (Intimidation) checks you make against a target that you dealt damage in the last minute.

Brute Force

Also at 3rd level, you're able to strike with your weapons with especially brutal force. Whenever you hit with a melee weapon that you're proficient with and apply Strength modifier to the damage, and you are grappling the target, the target is prone on the ground, the target is being flanked by you or there is hard surface such as a wall on the opposite side of your target, the weapon's damage increases by a Brutal Die with size based on your level in this class.

Fighter Level Damage Increase
3rd 1d4
8th 1d6
13th 1d8
18th 1d10

Brutal Presence

Starting at 7th level, when you succeed with a Charisma (Intimidation) check against a creature by 10 or more, the creature that opposed your check is frightened of you. At the end of each of its turns, it can attempt a Wisdom saving throw against DC equal to 8 + your proficiency modifier + Strength modifier. If it succeeds, it is no longer frightened and cannot be frightened by you in the next 24 hours.

Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a Strength or Constitution saving throw or a death saving throw, roll a Brutal die and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Devastating Critical

Starting at 10th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your Brutal die + half your level in this class.

Brutal Blows

Starting at 15th level, the additional damage from Brute Force applies to all your attacks.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Fighter Level Feature
3rd Faithful Mount, Born to the Saddle,
Mounted Superiority, Mounted Maneuvers
7th Rider's Rally, Ferocious Charger
10th Inspiring Surge,
Improved Combat Superiority (d10)
15th Relentless, Unbreakable Bond
18th Improved Combat Superiority (d12)

Faithful Mount

When you choose this subclass at level 3, you gain a mount companion that accompanies you on your adventures and is trained to fight alongside you. Choose a creature that is at least one size larger than you and has a CR of 1/2 or lower. You may choose a creature of CR 1 or lower at level 8, or a creature of CR 2 or lower at level 14.

While mounted on your faithful mount and you are able to command it, the creature's AC, as well as to any saving throws and skills it is proficient in with is increased by your proficiency modifier.

The mount obeys your commands as best as it can. It acts on your initiative after your turn, though it doesn't change its behavior unless you command it to. On your turn, you can verbally command the beast to Dash, Disengage, Dodge, or where to move as free interaction. You can use your bonus action to verbally command it to take the Attack and Dodge action. Once you have the Extra Attack feature, you can make one melee weapon attack yourself when you command the beast to take the Attack action, but both attacks must be against the same target. While using a movement or dash action while mounted, you may use your mount's movement statistics instead of your own.

If the mount dies or is let go, you can train another in half time needed (see Animal Companions, pg 41) or purchase another during one week of downtime searching and selecting a proper companion.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

You also gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Mounted Superiority

At 3rd level, you gain a set of combat abilities, referred to as mounted maneuvers, which are fueled by special dice called superiority dice.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Maneuvers. You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack. You know the maneuvers detailed under "Mounted Maneuvers" below.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus +your Strength modifier.

Mounted Maneuvers

The maneuvers are presented in alphabetical order.

Cavalier's Strike. When you take the Attack action while mounted, you can expend a superiority die and direct your mount to attack (if it has any attacks) as a bonus action. You can add your Proficiency modifier to the attack roll, and if it hits you add your Supriority die to the damage roll.

Control Mount. When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.

Inspiring Charge. When you move 20 feet or more toward a target while mounted, you can expend superiority die. Up to five allied creatures that can see or hear you can use their reaction to move 10 feet towards you or the target you moved towards.

Precision Attack. When you make a weapon attack against a creature while mounted, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.

Trip Attack. When you hit a creature with a weapon attack while mounted, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack's damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Unstoppable Advance. When you move, you can expend one superiority die to make you or your mount ignore difficult terrain (but not greater difficult terrain) until the end of your turn. During this time, you or your mount can move through the spaces of hostile creatures by spending twice the movement required to move through their space.

Warding Maneuver. If you or your mount is hit by an attack, you can expend one superiority die as a reaction if you're wielding a weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

Rider's Rally

Starting at 7th level, whenever you roll initiative while mounted or use your Second Wind feature, your mount gains temporary hit points equal to your Fighter level. These hit points are lost if you dismount the mount.

Ferocious Charger

At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.

Inspiring Surge

At level 10, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Improved Combat Superiority (d10)

At 10th level, your superiority dice turn into d10s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Unbreakable Bond

Starting at 15th level, whenever you roll a superiority die while mounted, you gain temporary hit points equal to half the number rolled (rounded down).

Master Equestrian

At the 18th level, when you hit a creature with a mounted Charge, creatures have advantage on attack rolls against it until the start of your next turn. Additionally, attacks you make as part of Mounted Charge critically hit on a 19-20, and deal one additional weapon die of damage on a critical hit.

Improved Combat Superiority (d12)

At 18th level, your superiority dice turn into d12s.

Champion

Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Fighter Level Feature
3rd Improved Critical, Remarkable Athlete
7th Skirmish Survivor, Superlative Skill
10th Veteran Fighter
15th Superior Critical
18th Battlefield Survivor

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Also, when you score a critical hit on a roll of 20, roll your weapon dice one additional time and add the result to the damage.

Remarkable Athlete

Also at 3rd level, your become proficient in Athletics or Acrobatics skills. Choose one of the two skills and double your proficiency bonus with that skill.

Skirmish Survivor

Starting at 7th level, you grow resilient to battle. At the start of each of your turns in combat, you gain temporary hit points equal to your Constitution modifier (minimum of 1). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Superlative Skill

Also at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity (including Initiative), or Constitution check you make that doesn’t already use your proficiency bonus. Also, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Finally, your exceptional athleticism grants you proficiency in Dexterity saving throws.

Veteran Fighter

At 10th level, your combat experience lets you turn a missed attack into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

In addition, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Also, when you score a critical hit on a roll of 20, the target of your attack is Stunned until the end of their next turn.

Battlefield Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, your Skirmish Survivor feature gains you 5 additional temporary hit points. Also, you gain temporary hit points from Skirmish Survivor even if you have more than half of your hit points left.

Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Fighter Level Feature
3rd Spellcasting, Weapon Bond
7th War Magic, Magic Bond
10th Eldritch Strike
15th Arcane Charge, Elemental Bond
15th Improved War Magic

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

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

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Eldritch Knight Spellcasting
Figter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Additionally, your bonded weapon acts as an arcane focus for your wizard spells, and you can perform the somatic components of these spells as if your hand was free while wielding a bonded weapon.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, once per turn when you take the Attack action, you can exchange one or more attacks using that action to cast a single damaging cantrip. A cantrip cast in this way has a number of damage dice equal to the total number of attacks spent to perform it, and allows you to add your Intelligence modifier to the cantrip's damage roll.

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

Magic Bond

Starting at 7th level, when you use your Weapon Bond feature, the weapon becomes magical and ignores resistance against nonmagical damage.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

Starting at 10th level, you learn to utilize threads of residual magic left behind after your casting. On your turn, when you cast a wizard spell of 2nd level or higher you can choose one of the following effects;

  • If the spell deals damage, you can wreathe your weapon in its energy. The next time you hit a creature with the weapon before the end of your next turn, it deals an additional 2d8 damage of the same type dealt by the spell. If the spell has multiple damage types, choose one.
  • You teleport up to 30 feet to an unoccupied space you can see. You can teleport immediately before or after you cast the spell.

Elemental Bond

Starting at 15th level, when you use your Weapon Bond feature, you can choose to change each weapon’s damage type to acid, cold, fire, lightning, or thunder (your choice) until you cast the ritual again, dismiss the effect as an action, or another creature wields it.

Improved War Magic

Starting at 18th level, your War Magic feature increases in potential. You can treat any single-action spell as you would a cantrip when using War Magic, allowing a spell to be cast at a slot level equal to the number of attacks and bonus actions exchanged (up to the slot level of any unused spell slots). d interacts with standard attacks that have not been exchanged as normal.

You must have a use of War Magic to use this feature. Once you use this feature, you can't use it again until you finish a short rest, even if you have additional uses of War Magic.

Knight Banneret

A Knight Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Fighter Level Feature
3rd Bonus Proficiency, Rallying Banner,
Rallying Cry
7th Royal Training, Royal Envoy
10th Inspiring Act
15th Lead The Charge
18th Bulwark

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Performance, or Persuasion. You also learn one Lore or additional language.

Rallying Banner

At 3rd level, you can craft a banner, or use an existing one, to represent your order. It can be held in one hand and weighs 6 pounds. Furling or unfurling the banner requires an action. While your banner is unfurled and you are not incapacitated, you and all allies within 10 feet of you gain a +1 bonus on Intelligence, Wisdom, and Charisma saving throws, provided they can see your banner.

If your banner is lost or destroyed, you can make a new one using 50 gp in raw materials over the course of a short rest.

The banner's unfurled bonus increases by 1 and its range increases by 10 feet at 7th and 18th level.

Rallying Cry

Starting at 3rd level, when you use your Second Wind feature, you can choose a number of non-hostile creatures up to your Charisma modifier (minimum of 1) within 60 feet of you that can see or hear you. Each one gains temporary hit points equal to your fighter level for one minute.

If you are holding your banner while using this ability, it is unfurled, and you aren't incapacitated, each chosen ally within the banner's range gains additional temporary hit points equal to your Charisma modifier (minimum of 1).

Royal Training

Starting at 7th level, your discipline and attention to detail in social situations causes you to gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice) .

In addition, you learn two Lores or languages of your choice.

Royal Envoy

A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Inspiring Act

Starting at 10th level, whenever you use your Action Surge feature or score a critical hit with a weapon attack, you can immediately choose one allied creature within 30 feet of you that can see or hear you. That creature gains temporary hit points equal to your Charisma modifier (minimum of 1) that last for one minute. It can also use its reaction to immediately make one weapon attack or cast a cantrip with a casting time of 1 action.

The range, number of allied creatures you can target, and number of temporary hit points they gain are doubled at 18th level.

Lead the Charge

Beginning at 10th level, if your banner is unfurled, you and all allies within the banner's range gain a bonus to initiative rolls equal to your banner's unfurled bonus.

Bulwark

Starting at 15th level, whenever you use your Indomitable feature to reroll a saving throw and you aren’t incapacitated, you can immediately choose one allied creature within 30 feet of you that can see or hear you that failed the same effect. Both you and that creature reroll the saving throw and must use the new rolls.

Psi Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Fighter Level Feature
3rd Psionic Power, Psionic Sense
7th Telekinetic Adept, Psionic Knowledge
10th Guarded Mind
15th Bulwark of Force
18th Telekinetic Master

Psionic Power

When you choose this archetype at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, you regain one Psionic Energy die every time you complete a short rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Protective Field. When you or another creature you can see within 30 feet of you takes damage of type other than force, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend up to two Psionic Energy dice, rolling them and dealing force damage to the target equal to the number rolled.

Telekinetic Movement. You can move an object with your mind. As an action, you expend one Psionic Energy die and target one loose and unattended object of 25 pounds or lighter that you can see within 30 feet of you, you can move it up to 15 feet to an unoccupied space you can see. Alternatively, if the object is no heavier than 5 pounds, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. You can expend additional Psionic Energy dice, for each additional die the maximum weight of the unattended object increases by 10 pounds, and the item you can pull to your hand by 2 pounds.

Psionic Sense

Also at 3rd level, you can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically. As long as the creature is willing to maintain the communication, you have advantage on all Wisdom (Insight) checks to sense its emotions and intent.

Telekinetic Adept

At 7th level, you have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap. As a bonus action, you can spend one Psionic Energy die and propel your body with your mind. You gain a flying speed equal to your walking speed until the end of the current turn. You can spend one additional Psionic Energy die to double your flying speed gained this way.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can spend one additional Psionic Energy die and force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Psionic Knowledge

Also at 7rd level, while you communicate telepathically with a willing creature, it can bestow its knowledge subconsciously to you. You can spend one Psionic Energy die to gain the creature's proficiency or expertise in a skill of your choice for one check in the next one minute.

Guarded Mind

Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend two Psionic Energy dice to take it again.

Telekinetic Master

When you reach 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend two Psionic Energy dice to cast it again.

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

Fighter Level Feature
3rd Bonus Proficiency, Fighting Spirit
7th Bolstered Spirit, Elegant Courtier
10th Tireless Spirit
15th Rapid Strike
18th Battlefield Survivor

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Lore, Craft, or additional language.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

At the end of a long rest you gain three uses of this feature, and you regain all expended uses of it when you finish a long rest. The uses increase to four at 10th level.

Bolstered Spirit

Starting at 7th level, if you have no more uses of Fighting Spirit remaining, you recover one use at the end of a short rest. You can not use this feature against until you finish a long rest.

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. When you score a critical hit with any attack roll that benefits from Fighting Spirit, you also regain one use.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target without an advantage, as part of the same action. You can do so no more than once per turn.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious. At the start of each of your turn, you can expend one use of Fighting Spirit to remain standing. While you have 0 hit points, you are still dying and make death saving throws at the end of your turn, and taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you.

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

Sharpshooter

The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.

Fighter Level Feature
3rd Bonus Proficiency, Steady Aim,
Exposed Shot
7th Patient and Thorough, Approaching Shot
10th Brave Archer, Sudden Shot
15th Reactive Archer, Close Shot
18th Unstoppable Archer

Combat Sight

Your senses are heightened in combat. You become proficient in Perception skill. While in combat, you double your proficiency when making Wisdom (Perception) checks.

Steady Aim

Starting when you choose this archetype at 3rd level, you are capable of executing immense featsof markmanship. As a bonus action on your turn, you may take careful aim against a single creature within the normal range of your weapon. You can ignore half cover and all ranged attacks against that creature this turn have an additional bonus to damage roll equal to your Dexterity modifier.

You can use this feature three times. You gain an additional use at 9th level, and another at 15th level. You regain all expended uses of it when you finish a short or long rest.

Exposed Shot

Also at 3rd level, when a hostile creature starts its move behind a cover and ends its move without benefiting of cover with an equal or greater bonus to AC, you may use your reaction to make one ranged attack against that creature.

Patient and Thorough

Starting at 7th level, your willingness to wait and your keen eyes make it difficult to sneak past or even detect you. You can take the Search and Hide actions as a bonus action on your turn.

Approaching Shot

Also at 7th level, when a hostile creature starts its move in a location more than 30 feet away from you and ends its move within 30 feet from you, you may use your reaction to make one ranged attack against that creature.

Brave Archer

Starting at 10th level, if you hit a creature within 5 feet of you with an attack on your turn, that creature can't make opportunity attacks against you for the rest of your turn.

In addition, you have advantage on Wisdom saving throws against being frightened as long as you are more than 15 feet away from the frightening creature or effect.

Sudden Shot

Also at 10th level, when a hostile creature begins its movement out of your line of sight and ended its movement within your line of sight, you may use your reaction to make one ranged attack against that creature. You can use this ability only once per each creature until end of combat.

Reactive Archer

Beginning at 15th level, you can use your bonus action on your turn to gain a second reaction. You can use your second reaction to make ranged attacks triggered by your Exposed Shot, Approaching Shot, Sudden Shot or Protective Shot but you cannot use two of these features against the same target until the start of your turn.

Close Shot

Also at 15th level, when a hostile creature begins its movement 5 feet away from any friendly creature and ends its movement 5 feet away from another friendly creature, you may use your reaction to make one ranged attack against that creature.

Unstoppable Archer

Starting at 18th level, when you miss with a ranged weapon attack, you may choose to reroll the attack with advantage. Once you have used this ability, you may not do so again until you finish a short or long rest, or you score a critical hit in combat.

Updated Rogue

Class Changes

Cunning Action

2nd-level rogue feature (enhances Cunning Action)

Your Cunning Action feature also allows you to use the Use an Object as a bonus action. When you attempt to make a second item interaction during your turn, you can use your Cunning Action feature and spend your bonus action instead of your action.

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Rogue Level Feature
3rd Spellcasting, Mage Hand Legerdemain
9th Magical Ambush
13th Versatile Trickster
17th Spell Thief

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

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

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Arcane Trickster Spellcasting
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

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

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Rogue Level Feature
3rd Assassinate, Swift Initiative
9th Modus Operandi, Silent Killer
13th Asassination Maneuver
17th Death Strike

Assassinate

At 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Also, any hit you score against a creature that is surprised is a critical hit.

If the target of your attack is allowed to make saves against dying, the target automatically fails one death save as it drops to 0 hit points. At 7th level, the failed saves increase to two.

Swift Initiative

Also at 3rd level, your lightning reflexes anticipate the motion of your victim. When you roll for Initiative, you can add your proficiency bonus to the roll total.

At 11th level, you double your proficiency modifier when adding it to your Initiative total.

Modus Operandi

At 9th level, you become proficient in Camouflage and Traps craft, as well as Alchemy and Poisons craft. You also gain one of the following features of your choice.

Inflitrator's Expertise. Your proficiency bonus is doubled with any ability check you make that uses a Disguise Kit or relies on disguises created with Camouflage and Traps.

You can easily conceal up to two light weapons within each of your disguises, as long as there's enough material to cover them. While wearing an appropriate disguise, you benefit as if you were hidden on weapon attacks against creatures deceived by your disguise.

Poisoner's Expertise. Your proficiency bonus is doubled for any ability checks you make that uses Poisoner's Kit or relies on poisons created with Alchemy and Poisons craft.

Poisons you craft have their saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. When you administer an injury poison while hidden, the target has disadvantage on the first saving throw against it.

Impersonator's Expertise. You can unfailingly create false identities for yourself. You must spend seven days and a minimum of 50 gp (or more, up to DM) to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. You have expertise to all Charisma checks while maintaining your false persona.

Silent Killer

When you reach 9th level, you become a master of the silent execution. As long as your target is surprised, it no longer needs to be grappled by you in order to follow up with a Choke or Gagging action.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature that you are Choking or Gagging.

Assassination Maneuver

At 13th level, when you score a critical hit against a surprised creature during your first turn in combat, that creature is still reeling from your attack.

If the creature has not hit you at least once during its first turn during the combat it must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, it still counts as surprised against your attacks until its second turn in the combat.

Death Strike

Starting at 17th level, you become a master of instant death. When you make a critical hit against a target that is surprised by you, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Rogue Level Feature
3rd Ear for Deceit, Ear for Detail,
Insightful Fighting
9th Steady Eye, Quick Thinking
13th Unearring Eye
17th Eye for Weakness

Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying or trying to withhold information, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Quick Thinking

At 9th level, you become adept at thinking on your feet to save yourself from dangerous situations. When you fail a Dexterity saving throw, as long as that saving throw does not suffer from disadvantage you can use your reaction and make a another Intelligence saving throw, taking the new result.

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

Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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

Eye for Weakness

At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Rogue Level Feature
3rd Master of Intrigue, Master of Duel,
Master of Tactics
9th Powerful Mind, Insightful Manipulator
13th Unbreakable Mind
17th Soul of Deceit

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the Disguise and Camouflages craft, the Document Forgery craft, and two Lores or Crafts of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 hour, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Duel

Staeting at 3rd level, you have gained the ability to use wit and knowledge in combat as much as speed and power. You choose one attribute out of Intelligence and Wisdom. You can use that attribute on attack and damage rolls of any weapon with the finesse property instead of Dexterity.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

When you reach 11th level, your Help action grants advantage to the first two attacks rather than to just one.

Powerful Mind

At 9th level, your mind has become something which can work out any problem and control anyone or thing. You gain the ability to add a extra d6 to any skill check that uses Charisma, Intelligence or Wisdom and does not benefit from advantage. The die size increases to d8 when you reach 14th level, and d10 when you reach 18th level.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest.

Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Unbreakable Mind

At 13th level, your mind has become stronger and more powerful than any piece of magic or psychic power. You gain the ability to add a d8 to any Wisdom, Charisma or Intelligence saving throw you make as long as it doesn't suffer from disadvantage. You can choose to do this after you see the roll but before you know if you have succeeded or not. The die size increases to d8 when you reach 17th level.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest.

Soul of Deceit

Starting at 13th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Phantom

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay (Forgotten Realms) and Karrnath (Eberron), where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom works as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a god of death?

Rogue Level Feature
3rd Whispers of the Dead, Wails fromt he Grave
9th Tokens of the Departed, Call of the Dead
13th Ghost Walk
17th Death Knell

Whispers of the Dead

Starting at 3rd level, echoes of those who have died begin to cling to you. Whenever you finish a short or long rest, you can gain one Skill, Lore or Craft proficiency of your choice, as a ghostly presence shares its knowledge with you. This proficiency lasts until you use this feature again.

Wails from the Grave

Also at 3rd level, as you nudge someone closer to the grave, you can cause deathly wails to be heard near them. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes psychic damage equal to the roll's total, as wails of the dead sound around them for a moment.

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

Tokens of the Departed

At 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, a soul trinket. The creature must have class levels or challenge rating at least 2 less than your, as you can only gain control over the weaker of souls. The DM chooses the trinket's form or has you roll on the Trinkets table in the Player's Handbook to determine it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

As a reaction you can destroy one of your soul trinkets held in your hand, and gain advantage to the next death saving throw and Constitution saving throw, as your vitality is enhanced by the life essence within the object.

As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free.

Call of the Death

Also at 9th level, when you enter combat with no uses of your Wails from the Grave feature, you gain one use of that feature.

Ghost Walk

Starting at 13th level, you can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 1 minute or until you end it as a bonus action. While in a ghost form, you can extend the period by another 1 minute by destroying one of your soul trinkets as a bonus action. When you leave ghost form, you cannot use this feature again until you finish a long rest.

Death Knell

At 17th level, when you use your Wails from the Grave feature, you can now deal the psychic damage to both the first and the second creature.

Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.

Rogue Level Feature
3rd Skirmisher, Survivalist, Hardened Explorer
9th Superior Mobility, Master of Distraction
13th Ambush Master
17th Sudden Strike

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Hardened Explorer

When you take a short rest, you recover a level of exhaustion as long as you do not have more than two levels of exhaustion.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Master of Distraction

Beginning at 9th level, as a bonus action you can attempt to taunt or distract a creature that you can see or hear. Make a Charisma (Deception) check against the Wisdom (Insight) of a target hostile creature. If you succeed, choose one of the following effects:

Taunt. The target creature has disadvantage to its next attack against targets other than you and advantage to its next attack against you until the end of its next turn.

Distract. The target creature has disadvantage to its next Intelligence (Investigation) or Wisdom (Perception) checks against any targets other than you until the end of its next turn. The next attack against the target also benefits from advantage.

If you fail to taunt or distract, your target becomes immune to further attempts for one hour. The number of creatures you can target at a time increases to two when you reach 13th level int his class, and to three when you reach 17th level in this class.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.

As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.

Rogue Level Feature
3rd Psionic Power,
9th Superior Mobility, Master of Distraction
13th Ambush Master
17th Sudden Strike

Psionic Power

Beginning at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, you regain one Psionic Energy die every time you complete a short rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one or two Psionic Energy dice and add the number rolled to the check, potentially turning failure into success.

Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. As long as you maintain the telepathic link, you can spend one Psionic Energy die to receive a flash vision of what one of the telepathically connected creatures sees at the moment. The flash is shorter than a second of time, and usually does not include information about movement except those that are very fast. You can recall that flash perfectly until you finish a long rest.

Psychic Blades

Also at 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can spend one Psionic Energy die and manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. You may choose to make the blade vanish at any moment as a free action, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Soul Blades

At 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Psychic Veil

When you reach 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can spend one Psionic Energy die and magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). While you are invisible, you can continue spending Psionic Energy dice to extend its duration by 10 minutes. This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Rend Mind

At 17th level, you can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can spend two Psionic Energy dice and force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Rogue Level Feature
3rd Fancy Footwork, Rakish Audacity
9th Panache
13th Elegant Maneuver
17th Master Duelist

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

You can use this ability a number of times equal to your proficiency modifier. You recover the uses of this ability when you finish a short or long rest.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Rogue Level Feature
3rd Fast Hands, Second-Story Work,
Cunning Appraisal
9th Supreme Sneak, Decypher Magic Scrolls
13th Use Magic Device
17th Thief's Reflexes

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, or use your thieves' tools to disarm a trap or open a lock. You can also use the bonus action to make a Wisdom (Perception) or Intelligence (Investigation) check.

Additionally, when you use one of the following objects (alchemist’s fire, ball bearings, caltrops, or a hunting trap), you can use either the item's DC, or have the DC be equal to 8 + your proficiency bonus + your Dexterity modifier.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. You also ignore the first 10 feet when falling a distance shorter than 100 feet. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Cunning Apprraisal

Also at 3rd level, your eye for valuables allows you to appraise the value of items you discover. You have advantage to all Intelligence (Investigation) checks to find the approximate market price of a valuable item and whether it is genuine of fake. You also have advantage to all Charisma (Deception) checks to pass a fake for genuine item, or manipulate potential buyers into paying a higher price for it.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Decypher Magic Scrolls

By 9th level, you have began to learn the art of magic scrolls that you can decypher magic scrolls even when they are not intended for you. You ignore all class, race, and level requirements on the use of scrolls. Your spellcasting ability to determine whether you succeed or fail casting the scroll is Intelligence.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of all magic items even when they are not intended for you. You ignore all attunement requirements on the use of magic items, and you use your proficiency bonus in place of your spellcasting ability modifier to determine whether you cast the spell successfully.

Additionally, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 17th level, this limit increases to five magic items.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you’re surprised.

Updated Warlock

Class Changes

New Pacts

3rd-level warlock feature (enhances Pact Magic)

Pact of the Pendant

Your patron grants you a pendant forged from solid night, decorated with seven gleaming motes of starlight. While the pendant is on your person, you can extinguish one mote and cast the augury spell as a ritual, three motes to cast the clairvoyance spell as a ritual, or five motes to cast the divination spell as a ritual. The spells doesn't count against your number of spells known. Each day at midnight the pendant gleams brightly for a short moment and recovers 1d4 extinguished motes.

Additionally, while your pendant contains five or more motes and is on your person, you have advantage on saving throws against being charmed or frightened, and against spells that would detect your location or read your thoughts.

If you lose your Pendant, you can perform a 1-hour ceremony to receive a replacement but with only 1d4 motes in it. The ceremony can be performed during a short or long rest, and it destroys the previous pendant. The pendant disappears in a flash of light when you die.

Pact of the Pendant Invocations

Certainty of Truth. When a ritual spell provided by your Pendant has a chance of failure, you can sacrifice one mote from your Pendant to ignore that chance of failure and demand a truthful answer from your patron.


Pull of the Pendant. Requires 7th level. You can cast locate object at will, without expending a spell slot.


Clarity of Sight. Requires 7th level. You can cast see invisibility at will, without expending a spell slot.


Lure of the Pendant. Requires 12th level. When you succeed on a saving throw against a spell or effect to charm or frighten you, detect your location or read your thoughts, the Pendant captures and reverses the effect against the caster of the original spell. Your spellcasting DC is 8 + your proficiency bonus + your Charisma modifier.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Your Patron allows you to grant this talisman for others to wear, but this allows your patron to sense their presence, surface thoughts and emotions, although it cannot see or hear what they can. Allies who wear the talisman can use its benefits as if you used them on yourself.

Pact of the Talisman Invocations

Rebuke of the Talisman. When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to 1d4 plus your proficiency bonus and push it up to 10 feet away from the talisman's wearer.


Shell of the Pendant. If attack or effect would reduce you to 0 hp, you may will the talisman to shatter. If it does, you remain at 1 hp instead.


Protection of the Talisman. Requires 7th level. When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.


Power of the Talisman. Requires 7th level. When the talisman allows its wearer to roll an additional die to their ability check or saving throws, they roll d6 rather than d4.


Bond of the Talisman. Requires 12th level. While someone else is wearing your talisman, you can use your action to either teleport to the unoccupied space closest to them or exchange yourself with them, provided the two of you are on the same plane of existence. The wearer of your talisman can use its action to teleport to you, but cannot exchange its position with yours. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Eldritch Versatility

4th-level warlock feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
  • If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

The Great Old Ones

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Warlock Level Feature
1st Expanded Spell List, Awakened Mind,
Weight of Infinity
6th Unfathomable Blacklash
10th Thought Shield
14th Create Thrall

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Circle Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
2nd Detect Thoughts, Phantasmal Force
3rd Claurvoyance, Sending
4th Dominate Beast, Evard's Black Tentacles
5th Dominate Person, Telekinesis

Weight of Infinity

Starting at 1st level, you can open the minds of your enemies to the terrifying vistas of reality, causing them to go mad with the revelation. When you hit a creature with an attack or a creature fails a saving throw against one of your spell, you can force the creature to make a Wisdom saving throw against your spell save DC. If they fail, they are frightened of you until the end of their next turn.

You can use this feature an amount of times equal to your proficiency modifier, and you regain all expended uses when you complete a long rest.

When you reach 6th level, if the creature fails the saving throw, you gain a choice of two afflictions that you can choose to impart unto the creature in place of the creature being frightened of you.

Bleeding Mind. The creature takes 1d6 + half your warlock level as psychic damage.

Trembling Feet. The creature's movement if decreased by 10 feet until the end of its turn.

Awakened Mind

Also at 1st level, your encounter with your patron gives you ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You do not 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.

At 14th level, the range of this telepathy increases to 60 feet, and you no longer need to see the creature to communicate with it, though you must be aware of its presence.

Unfathomable Blacklash

At 6th level, you learn to turn the horrifying vistas of the unknown against those that seek to harm you. When a creature you can see within 60 feet makes an attack against you, or forces you to make an Intelligence, Wisdom or Charisma saving throw, you can use your reaction to deal psychic damage to it equal to 1d10 + half your Warlock level. Saving throws made to maintain concentration imposed by damage dealt this feature are made at disadvantage. You can use this feature once, and regain the ability to do so when you complete a short or long rest.

At 14th level, you no longer need to see the creature to use this feature on it, but you must be aware of its presence.

Thought Shield

Starting at 10th level, your mind can't be read by telepathy or other means unless you allow it. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to ingect a single humanoid's mind with the primordial magic of your patron. You can spend 10 minutes to prepare a ritual over an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use the feature again. Once you use this feature you cannot use it again until you finish 1d4 long rests.

Additionally, as an action, you can gain the effects of a dominate person spell on your thrall for an hour. This effect requires no concentration and functions over any range so long as you both are on the same plane of existence. Once the spell's effrect end the charmed creature retains no memory of actions taken within the duration. Once you dominate your thrall you can't do it again until you've finished 1d4 long rests.

Great Old One Invocations

Aberrant Metamorphosis

Prerequisites: Pact of the Chain, Great Old One patron

Otherworldly magic touches your familiar. Your familiar gains additional hit points equal to your warlock level, its creature type becomes aberration, and you can use your bonus action to make its appearance alien, or revert it to normal.

While your familiar appears alien, it has advantage on Charisma (Intimidation) checks, and you can use your action to make it do something unnatural, such as gibber in maddening voices. Any creature within 10 feet of the familiar that sees this must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of the familiar for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Misdirection of Ulban

Prerequisites: 7th level, Great Old One patron

When you use Awakened Mind feature to communicate telepathically, you can alter your voice to sound however you wish. You can alter your mental pattern to appear as the voice of a creature that you have seen able to observe speaking in a language you understand for at least one hour.


Secrets of Khirad

Prerequisites: 7th level, Great Old One Patron.

You use long forgotten knowledge to alter your magics, casting them with nothing but a thought. You can ignore the verbal component of a warlock spell as long as it also has a somatic component. If the spell is on your expanded spell list, it instead requires no components.


Touch of Tharizdun

Prerequisites: Pact of the Blade, Great Old One Patron.

Your pact weapon becomes capable of carving through flesh and mind. Once per turn, when you hit a creature with a weapon attack made with your pact weapon, you can cause the attack to deal psychic damage instead of its regular type.

Additionally, when you hit a creature with a weapon attack made with your pact weapon, you can glipse into its mind. You immediately learn if the creature is under any mind influencing effect and what those effects are, such as a geas spell, and learn the creature's greatest fears and desires. Once you glipse into a creature's mind, you can't do so again until you finish a long rest.


Unfathomable Understanding

Prerequisites: 9th level, Pact of the Tome, Great Old One patron

Your Book of Shadows becomes linked to an aspect of your patron you can call upon for knowledge, at the risk of your sanity. You can cast contact other plane as a ritual. The spell doesn't count against your number of spells known.

When you cast contact other plane, you make a saving throw using your warlock spellcasting ability instead of Intelligence, and the aspect writes its answers in your Book of Shadows, in arcane script only you can understand. The first time you fail your saving throw against the spell, you become insane for one hour instead of until the end of a long rest. Additionally, you can unerringly recall any information written in your Book of Shadows. Even if the book is not on your person, you can cantrips learned through it at will.


Whispers Beyond the Veil

Prerequisites: 3rd level, Great Old One patron

You can draw your consciousness close to the veil between worlds, listening to whispers from denizens of the Far Realm. You can cast augury without spending a spell slot, and without material components. When cast this way, you can gain advantage on one attack roll or ability check of your choice that you make in the next hour, if it relates to the course of action you received an omen for.

Once you cast augury this way, you can't do so again until you finish a short or long rest.


Voice of Ulban

Prerequisites: Great Old One patron

Your ability to touch the minds of other creatures expands dramatically. When you use Awakened Mind feature to communicate telepathically, the range increases to 120 feet, and the creature can reply to your communication in a similar fashion to the message cantrip. In addition, you can communicate with a number of creatures equal to your Charisma modifier (minimum 1) simultaneously, and creatures without telepathy can respond to your telepathic messages, but can't initiate or terminate contact.

Combat

Attacks of Opportunity

The following conditions provoke an attack of opportunity from hostile creatures in addition to the ones listed on page 195 in the Player's Handbook:

  • When you stand up from prone position. You may attempt an Strength (Athletics) or Dexterity (Acrobatics) check against DC 10 + 2 for each opponent that threatens you with an attack of opportunity. On a success, you stands up without provoking any opportunity attacks.
  • When you use an item or interact with an object. You may attempt a Dexterity saving throw against DC 10 + 2 for each opponent that threatens you with with an attack of opportunity. On a success, you use the item without provoking any opportunity attacks. The DM may allow you to use Dexterity (Sleight of Hand) or Dexterity (Acrobatics) in place of Dexterity saving throw, depending on the provoking action uses manipulation of mobility.

When adjudicating what creatures threaten an attack of opportunity, only count those creatures that have a reaction that hasn't been already used.

Restraining and Pinning

Anyone proficient in Athletics can restrain and pin creatures they successfully grappled.

While you are grabbing a creature with one hand, you use another of your attacks with another free hand to attempt an opposed Grapple check against the same creature. If you succeed, the creature is Restrained by you. You can only restrain in that way if the creature is your size or smaller. A creature can be Restrained by multiple opponents and can use its action to Escape only one of its restrainers.

While you are Restraining a creature with two hands, you may use another of your attacks to attempt an opposed Grapple check against the same creature. If you succeed, you Pin that creature against a hard surface or under your body weight while you and the creature are both prone. Pinned creatures cannot attack and can only use their action to attempt to Escape your grapple.

While Restrained or Pinned, the creature always attempts to break the initial grapple of one opponent that has grappled it. If it succeeds, the creature escapes the Grappled, Restrained and Pinned condition from that opponent.

Restrained creatures can cast spells with somatic component only if they succeed an opposed Grapple check against the creatures that are restraining it (or the DC of an restraining tool, such as manacles). Success on this check allows the spell-caster to cast a spell that requires a somatic component but does not remove the Grappled condition.

Pinned creatures can still cast spells if they have abilities that allow them to cast using a bonus action. If the spell has somatic element, they are subject to the same rules as Restrained creatures.

Disarming

A creature can use a melee attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. The wielder of the item has advantage if it wields the item with more than two hands. The attacker has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

If the attacker is successful, the attack causes no damage or other negative effect but the attacker can follow up with an opposed Strength check against DC 10 + Strength saving throw of the wielder. If the attacker also wins the Strength check, the weapon or item is dropped on the ground in an adjacent location. If the check fails to disarm, the wilder retains the item but its next attack with it is at disadvantage.

The attacker can prevent the owner of the item to reclaim the weapon or item by moving in the adjacent location where the item is located.

Gagging and Choking

While you are grappling a creature of your size or smaller, you can use another attack and make an opposed Grapple check to either cover its mouth and prevent it from making noise or choke it to unconsciousness. If you succeed, the creature suffers the Gagged or Choked condition until the end of its next turn.

In order to continue Gagging or Suffocating your target, you must use at least one of your attacks during your turn to repeat the Grapple check and maintain your grip. If you fail to maintain it, the opponent escapes your grapple and releases from the Gagged or Choked condition.

The opponent can use its action to Escape your grapple as normal. If it is also Restrained or Pinned, it must first remove these conditions before attempting to Escape being gagged or choked.

Bonus Action Grappling

In addition to two weapon fighting rules (pg. 195, Player's Handbook) you can use your bonus action to make a special attack used to Grapple, Shove, or Trip attempt. This attempt is always at disadvantage, that cannot be ignored with advantage except during a surprise round.

Versatile weapons count as one handed weapons for the purpose of allowing to use your bonus action as unarmed attack or to make a Grapple check.

Two-Handed Weapon Damage

If you wield a melee weapon with the Two-Handed and Heavy properties, your bonus to damage is equal to one and a half times your Strength modifier (rounded up).

Why the massive improvement? In core rules, two-handed weapons only benefit from +1 damage on average, while shields users gain additional 10% chance to be missed on an attack. This house rule makes two-handed weapons useful for martials.

Charging

When you or your mount uses its Dash action and moves more than 20 feet in a straight line towards a hostile creature, you may spend your bonus action to make a special attack. You cannot charge through difficult terrain and any attack of opportunity that hits you makes you unable to finish your special attack with options from the list below.

If you finish your charging attack within reach of your target, you may follow it with one of these options:

Strike

You make a single melee weapon attack with advantage. If the attack fails, you provoke an attack of opportunity from your target. If the attack hits, the attack deals 1 additional damage equal for each 5 feet of charging distance, up to your Strength or Constitution modifier (your choice, minimum of 1). If you are riding a mounted animal, you may use the mount's Strength or Constitution instead your own.

Slam

You perform the Shove action (Player's Handbook, pg. 195). The target of your Charge may only use the Dexterity (Athletics) skill to oppose you. If you succeed, the creature is shoved twice the normal distance, or shoved as normal then knocked prone. You must also move up to five feet in the direction you are shoving your target. If you fail to Shove, you provoke an attack of opportunity from your target.

Tackle

You make a single Grapple attempt. The target of your Charge may only use the Dexterity (Athletics) skill to oppose you. If you succeed, both you and your opponent are knocked prone and your target is subjected to the Grappled condition. If the Grapple fails, you provoke an attack of opportunity from your target and are knocked prone.

Aim

If your target hasn't used any of its movement during its previous turn or hasn't been moved from its previous position, you can spend your full movement to stand still and hold your breath to aim with a ranged weapon. Until the end of this turn, your next ranged weapon attack against that target within close shooting range benefits from advantage.

If you are moved willingly by force, you lose the advantage from Aim until the end of your next turn.

Flanking

You can flank a hostile creature as long as you aren't flanked by hostile creatures at the same time.

Give Ground

When you are hit with a melee attack and you haven't moved during your last turn, you can use your reaction to move 5 feet away from the creature, reducing the damage you take by 1d6 points (minimum of 1). You can do so as long as your movement speed is greater than 0. This movement does not provoke an opportunity attack from the attacker but can provoke from other hostile creatures, and the attacker may immediately follow you into the space you just vacated if it has remaining movement.

You cannot Give Ground while you are grappled by any creature, or knocked prone. You cannot Give Ground if you are already on, or would walk into difficult terrain

Tumble Through

As part of your movement, you may attempt to force your way through space occupied by a hostile creature. As an action or bonus action, the mover makes a Strength (Athletics) check against DC 10 + Strength saving modifier of the creature, or Dexterity (Acrobatics) against DC 10 + Dexterity saving modifier of the creature. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller.

If you succeed, it can move through the hostile creature's space once this turn, treating the occupied space as difficult terrain. You also do not provoke attack of opportunity from the hostile creature until the end of this turn.

Grab an Edge

As a reaction, you can attempt to grab with a free hand an edge to prevent falling to your death in a chasm or falling out of a vehicle. Attempt a Dexterity saving throw or a Grapple check using Dexterity (Acrobatics) against a DC chosen by the DM based on the availability of items or surfaces to grab on. The table below provides some difficulty examples.

DC Examples
12 A rope or safety railing near the edge of the cliff.
15 Strong roots and protruding stones on the cliff side
18 Small protruding stones ont he cliff side
20+ Rough surface with barely any surface to hold to.

New and Updated Conditions

Choked

The flow of air into your body is cut. You have limited reserve of air before you risk to fall unconscious equal to 3 plus your Constitution modifier (see pg. 183, Player's Handbook).

  • At the start of your turn, if you took any amount of hit points damage since your last turn, you lose 1 round of air. Each critical hit you take makes you lose 1 extra round.
  • At the end of your turn, if you are still being Choked, you lose 1 round of air.
  • Each time you attempt to speak, cast a spell with verbal component, or say a command you lose 1 round of air.
  • When you have no more rounds of air left, make a Constitution saving throw against DC 10 at the end of each of your turns. On failure, you fall unconscious. Each time you repeat the check, the DC is increased by 5.
  • You have advantage to attempt to Escape being choked if you can use your both hands to struggle, unless you are Restrained or Pinned.

Frostbitten

Characters who are exposed to extreme cold without being prepared can experience both hypothermia and frostbite. If a character fails multiple consecutive Constitution saving throws against cold or extreme cold weather, he suffers the Frostbitten condition and suffers the following:

  • Two failures. The creature's skin itches and becomes numb. Yellow and white patches form. The creature suffers disadvantage on checks that require fine manipulation, and on checks to resist being disarmed. The DC to resist disarming is decreased by 5.
  • Three or more failures. Your skin develops black blisters, and your body is numb. You don’t feel the cold anymore, but you don’t feel much at all. Any manipulative activity like drawing or sheathing a weapon, taking something from a bag or pouch, or making an attack, requires a successful DC 12 Dexterity check to accomplish without fumbling and dropping the item.

The Frostbitten condition is removed by any source of magical healing, or at the end of a full day's rest in conditions that provide immunity to cold weather.

Gagged

Your mouth is covered and you are preventing from speaking clearly, casting spells with a verbal component or speaking command words to activate magic items.

  • You can only make muffled sounds heard up to 15 feet range. The DM may increase the rage if your voice is particularly loud.
  • You have advantage to attempts to Escape being gagged, unless you are Restrained or Pinned

Grappled

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • The condition ends if the Grappler is incapacitated (see the condition).
  • The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the Thunderwave spell.
  • The condition ends when you successfully Escape from a Grapple. This also removes the Restrained and Pinned conditions.

Pinned

You are prone or pressed against hard surface while also restrained by an opponent who uses its body weight to keep you immobilized and restrained.

  • You are both Grappled and Restrained while Pinned.
  • You can use your action only to attempt to Escape the grappled condition. If you succeed, you are also no longer Grappled or Restrained by the opponent.

Restrained

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity Saving Throws.

Unstable

In a snow sled vehicle that is moving at more than half its maximum speed through difficult terrain, you are constantly bracing against shaking and thrashing. You gain the Unstable condition. While you are unstable:

  • You suffer -2 penalty to your Armor Class and to attack rolls with melee weapons.
  • You suffer disadvantage to ranged attacks unless you spend your action to aim. The aiming negates the disadvantage of your following ranged attack.
  • You suffer disadvantage to Strength and Dexterity saving throws, as well as any Dexterity ability checks.
  • You treat the space within the sled vehicle as difficult terrain. Standing up or sitting down while in the sled consumes your whole movement.

A creature can attempt a proficient DC 15 Dexterity (Acrobatics) check at the start of its turn to negate the effect of Unstable condition until the end of its turn.

Vision


These rules expand the vision rules in Player's Handbook and add additional realism to handling low light conditions.


The Everlasting Night

This entire adventure takes place in dim light (from 10:00 until 14:00) or darkness (the rest of the time). Each month, between 1st and 12th, and 18th and 30th, during night there is sufficient moonlight conditions. During nights without moonlight, Auril's borealis between 23:00 and 3:00 count as such.

Perception Checks

The DM will call for two types of Wisdom (Perception) checks - Short and Long Range checks.

Short Range checks are normally within 60 feet or as long as bring sight extends (warlock's Devil Sight is considered bright sight of 120 feet). Especially indoors, these checks are made normally.

Long Range checks involve noticing something outside of 60 feet or as long as visibility extends. By default, all Long Range checks in Icewind Dale outdoor environments are made with disadvantage, or are impossible in darkness unless it is moonlit.

Perception Clarifications

All creatures that are considered nocturnal (active and hunting during night) and don't have Darkvision by default, have Darkvision of 15 feet. In darkness, they are still able to navigate using other senses such as smell or hearing outside their visibility range but cannot target creatures they cannot see.

Dim Light

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding Darkness. The soft light of twilight and dawn also counts as dim light. Most creatures can recognize terrain and shapes of objects and individuals they recognize, but cannot notice fine detail.

Your Perception suffers in dim light conditions. You suffer -2 penalty to your Passive Perception and a disadvantage to your Wisdom (Perception) checks in such conditions. Darkvision allows you to ignore these effects.

Darkness

Darkness creates a heavily obscured area. Creatures that face Darkness outdoors at night suffer the Blinded condition unless there's sufficient moonlight such as full moon, or at least half moon and reflective surfaces such as thick snow. Auril's aurora counts as a half moon equivalent.

In outdoor darkness, creatures that enter solid shadows cast by creature or structure that is at least two sizes larger than it, or merges its silhouette with that of such creature or object that is more than 120 feet away from you, allow it to appear fully obscured and impossible to target with ranged attacks and spells.

Exhaustion


The Exhaustion condition will be expanded in the Rime of the Frostmaiden campaign. Exhaustion is broken into two types - Light and Heavy. Light Exhaustion accumulates with strenuous physical activity such as heavy labor day or travel across difficult terrain. Heavy Exhaustion usually covers the ill effect of diseases, life drain, and can ultimately kill you.

Forcing yourself to keep going despite exhaustion requires strong will and determination. When you attempt an action that has a chance to increase your Exhaustion to a level that has a listed Ignore DC, you must make either a Constitution saving throw to muster the strength to do it, or a Wisdom saving throw to keep going on despite struggling. If you fail, you find an excuse not to do it but rather rest.

Light Exhaustion
Level Ignore Effect
1 Disadvantage on Strength and Dexterity Ability and Skill checks.
2 Disadvantage on all Ability and Skill checks. Speed halved.
3 12 Disadvantage on Attack rolls and Saving Throws. Rolling 1 on attack rolls and skill check leads to critical fumbles (up to the DM).
Heavy Exhaustion
Level Ignore Effect
4 15 You can only take an action or a bonus action during your turn, and you can't take reactions. You're limited to simple mental tasks.
5 20 Speed reduced to 5. You are on the verge of passing out. You cannot concentrate or cast spells requiring Concentration. You have blurry vision, tunnel vision, or vertigo and may experience hallucinations (up to DM).
6 25 You are Dying. Any additional Exhaustion counts as two failed death saves.

Exhaustion Recovery

At the end of a short rest, if you have exactly one level of Exhaustion you lose that level.

At the end of a long rest as long as you have consumed enough ration and water needed by your race to sustain life and have been able to sleep or similar restorative process, you lose one level of exhaustion.

You can skip sleep and stay up one night but you lose the ability to recover exhaustion during short rest until you have a full sleep. You can skip sleep and stay up two or more nights in a row, but each night after the first you gain one level of exhaustion and must roll a saving throw to avoid falling asleep against the Ignore DC.

Updated Feats

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to create a false impression of yourself to someone who doesn't know you, or pass yourself off as a different person to someone who is not familiar with the person you are impersonating.
  • You have advantage on Wisdom (Insight) checks to tell if a person is creating a false impression of himself, or acting off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 10 minutes. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

The use of a disguise kit, illusion spells, creative use of light or heavy obscured areas and cover can allow to expand the cases where the Actor feat can fool someone familiar with the person you are impersonating. The Master of Disguise feat allows to make even more life-like disguises but they should not work as well as illusions.

Alert

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

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain a bonus to initiative rolls equal to twice your proficiency bonus.
  • You can't be surprised when you are conscious.
  • Other creatures don't gain advantage on attack rolls as a result of being hidden from you.

Armor Mastery (Light)


Prerequisite: Dexterity of 13 or higher


You have trained how to protect yourself wearing light armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, up to a maximum of 20.
  • You gain proficiency with light armor, if you don't already have it.
  • If you aren't incapacitated, you can use your reaction and add a +2 bonus to one Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • You can use your bonus action to protect yourself with the padded parts of your body, gaining a +1 bonus to your AC until your next turn.

Armor Mastery (Medium)


Prerequisite: Strength of 13 or higher, proficiency with light armor


You have trained how to protect yourself wearing medium armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, up to a maximum of 20.
  • You gain proficiency with medium armor, if you don't already have it.
  • Wearing medium armor doesn't impose disadvantage on Dexterity (Stealth) checks.
  • When wearing medium armor, any slashing and piercing damage you take from non-magical weapons is reduced by 2.
  • When wearing medium armor, the maximum Dexterity modifier to AC you can apply increases to 3, instead of 2.

Armor Mastery (Heavy)


Prerequisite: Strength of 15 or higher, proficiency with medium armor


You have trained how to protect yourself wearing heavy armor to gain the following benefits:

  • Increase your Strength or Constitution score by 1, up to a maximum of 20.
  • You gain proficiency with heavy armor, if you don't already have it.
  • Wearing heavy armor doesn't impose disadvantage on Dexterity (Stealth) checks.
  • When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by your Constitution modifier (minimum of 3).
  • You can take long rest while wearing heavy armor. However at the end of the long rest, you do not recover Exhaustion, and you recover hit points equal to half your maximum hit points rather than all lost hit points.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You ignore the effect of Exhaustion as long as you have exactly one level of Exhaustion.
  • When you are prone, standing up uses only 5 feet of your movement and you add +5 to checks to stand up without provoking an opportunity attack.
  • You gain a swimming and climbing speed equal to your walking speed.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.

Barbed Hide


Prerequisites: Tiefling


One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

  • Increase your Constitution or Charisma by 1, to a maximum of 20.
  • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. You deal the same damage to a creature when it successfully grapples, restrains or pins you. The barbs retract when you lose consciousness or become incapacitated.
  • You gain proficiency in the Intimidation skill. While the barbs are out, you add double your proficiency bonus to checks you make with the skill.

Blade Mastery

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Brawler


Prerequisite: Strength 13 or higher


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

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Your unarmed strike uses a d4 for damage. If your target is Pinned, prone or pressed against hard surface your unarmed strikes use d6 for damage.
  • You are proficient with all improvised weapons. Attacks with improvised weapons use d6 for damage and have the versatile (d8) property.
  • When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You become proficient in Thieves' Tools and Trapmaking Craft if you aren't already.
  • You double your proficiency bonus on any check that involves unlocking doors and containers, disabling traps and interacting with unattended objects without drawing unnecessary attention or making noise.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you benefit of any cover. You cannot pass through difficult terrain or interact with objects as part of your move.
  • You can use your bonus action to use the Dexterity (Sleight of Hand) check to interact with a small object (up to DM's clarification) carried or worn by a creature within 5 feet from you. You cannot do this if the creature wields the object or you need to make an additional interaction (such as open its purse).

Charger

You've become a master of charging headlong into combat, improving the rules of the Charge action (pg. 7). You gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Difficult terrain and opportunity attacks that hit you do not cancel your charge. Failing on a Charge check does not provoke opportunity attack from your target.
  • When you Strike after a Charge and you beat the AC of your target by 5 or more, you deal one extra weapon die of damage.
  • When you Slam after a Charge and you succeed on the Shove action by 5 or more, you both shove your target twice the normal distance then knock it prone.
  • When you Tackle after a Charge and you succeed on the opposed Grapple check by 5 or more, the target is both Grappled and Restrained.

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom by 1, to a maximum of 20.
  • You gain proficiency with Cooking and Brewing Craft if you don't already have it.
  • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
  • As part of a short rest, you can prepare special treats, provided you can spice the contents of a single ration. You can prepare enough a number of treats equal to 2 + your proficiency bonus. At the end of the short rest, for each treat eaten any creature can spends one Hit Dice to regain hit points equal to the maximum value that can be rolled. These treats expire their savory taste after the short rest.
  • With one hour of work or when you finish a long rest, you can spend the contents of one ration and prepare a number of compact treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to the half value of one of their Hit Dice (rounded up), without adding Constitution modifier to that value.

Coldstrider


Prerequisite: Goliath


You have an uncanny resilience against cold, ice, and snow. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have immunity to cold and extreme cold weather.
  • You ignore difficult terrain when moving on slippery ice or thick snow., and treat greater difficult terrain as difficult terrain you cannot ignore.
  • You automatically succeed on Dexterity saving throws to avoid falling prone on slippery ice, and you are considered to weigh half as much when accounting for the weight tolerance of thin ice.

Critter Friend


Prerequisites: Gnome (forest) or Any Race (see text)


Your friendship with animals mystically deepens. You gain the following benefits:

  • Increase your Wisdom or Charisma by 1, to a maximum of 20.
  • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn the speak with animals spell and can cast it once until a short rest, without expending a spell slot. You also learn the animal friendship and animal messenger spells, and you can cast them once with this feat, without expending a spell slot. If you are Forest Gnome you cast them twice instead of once, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. You can also cast the spell using any spell slots you have. Intelligence is your spellcasting ability for these spells.
  • Only if you are Forest Gnome, the spells animal friendship and animal messenger are cast as if using one level higher than normal.

Crossbow Expert

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

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with crossbows.
  • When you use the Attack action and attack with a one-handed melee weapon, you can use a bonus action to attack with a hand crossbow you wield in your off hand.
  • When a weapon requires ammunition, you don’t need a free hand to retrieve the ammunition.

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. This movement doesn't provoke opportunity attacks. If the creature had not moved during its previous turn it can attempt to brace against being moved by using its reaction and attempting a Strength saving throw against DC 8 + your proficiency bonus + your Strength modifier.
  • You can use your reaction to move 5 feet into the space a creature had vacated as part of being moved against its will such as Shoved or by your attack that deals bludgeoning damage.
  • When you score a critical hit that deals bludgeoning damage to a creature, the creature is dazed by the blow. Its movement is halved, and it can make only one attack with its action, and cannot use bonus action or reactions. At the end of each of its turns, the creature can attempt a Constitution saving throw against DC 8 + your proficiency bonus + your Strength modifier to recover.

Dawncaller


Prerequisite: Goliath


You learn the sacred ways of the dawncallers — the goliaths responsible for watching over their kin throughout the night and awakening them at dawn. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You have darkvision out to a range of 60 feet. You can see in dim light within this range as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • You have advantage on all checks to find direction and to navigate in a wilderness you are familiar with during the night suing the stars as your guide.
  • During a long rest, you only need to sleep for 4 hours; you can perform light activity (e.g. reading, talking, eating, or standing watch) for the remaining 4 hours.

Defensive Duelist


Prerequisites: Dexterity 13 or higher


When you are wielding a finesse weapon with which you are proficient and hostile creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss.

If this causes the attack to miss you then you may instantly make a single melee weapon attack against the creature.

Delver

Alert to the hidden traps and secret doors found in many dungeons as well as hazards that could harm you or your allies, you gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of hidden traps, potential natural hazards with effect similar to traps, secret doors or compartments.
  • You have advantage on saving throws made to avoid or resist traps or natural hazards with effects similar to traps. You can spend your reaction bestow a friendl creature within 5 feet from you the same beenfit.
  • You have advantage on Dexterity and Intelligence checks to disable traps.
  • You have resistance to bludgeoning, percing and slashing damage dealt by traps.

Dragon Breath


Prerequisites: Dragonborn


Your inner draconic power swells, amplifying the capabilities of your breath weapon.

  • You gain an additional use of Breath Weapon. The number of uses increases to three at 11th level. You regain one expended use of your Breath Weapon when you finish a short rest and all expended uses when you finish a long rest.
  • The damage of your Breath Weapon increases by 2d6.
  • The DC of your Breath Weapon increases by 1.
  • The area of effect of your Breath Weapon increases: breath weapons with a size of 5 by 30 feet increase to a 5 by 60 feet and breath weapons with a size of a 15-foot cone increase to a 20-foot cone.

Dragon Fear


Prerequisites: Dragonborn


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

  • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Dragon Hide


Prerequisites: Dragonborn


You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
  • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them or succeed on an opposed Grapple check, you deal slashing damage equal to 1d4 + your Strength modifier.
  • Using your claws, you benefit from advantage to Climbing checks against uneven surface.

Dragon Wings


Prerequisites: Dragonborn


You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity.

Drow High Magic


Prerequisites: Elf (drow)


You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it once per short rest, without expending a spell slot. You also learn Levitate and Dispel Magic, and you can cast each of them once per long rest, without expending a spell slot. You can also cast the spell using any spell slots you have. Charisma is your spellcasting ability for all three spells.

Dual Wielder

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

  • Increase your Dexterity by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can still grapple creatures even when you are wielding a separate weapon in each hand.
  • When you use your reaction to make an opportunity attack, you can make one attack with each weapon you are holding.

Dwarven Fortitude


Prerequisites: Dwarf


You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Elven Accuracy


Prerequisites: Elf or half-elf


The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. Choose an attribute between Dexterity, Intelligence, Wisdom, or Charisma. You gain the following benefits:

  • Increase your chosen attribute by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using your chosen attribute and you do not suffer from a penalty to attack rolls, you can reroll one of the dice once. You can do this times twice until you complete a short or a long rest. The number of uses increase to three at 6th level, four at 11th level, and five at 16th level.
  • Whenever you roll damage with an attack using your chosen attribute, you can reroll one die if the result was 1 or 2, but you must keep the new roll.

Escape Artist

You master the martial art of breaking grapple locks and holds, as long as you aren't fully pinned down. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you use your action to Escape being grappled or restrained, you have advantage on the Strength (Athletics) or Dexterity (Acrobatics) check you make.
  • You can use your reaction to Help a friendly creature within 5 feet from you Escape being grappled, restrained or pinned by a hostile creature.
  • When you Escape a grapple, you can use your reaction to make a one unarmed strike or strike with a Light weapon, or a Grapple check against the same creature.

Elemental Adept


Prerequisites: The ability to cast at least one spell


When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 or 2 on a damage die as a 3. You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Eldritch Adept


Prerequisites: Spellcasting or Pact Magic feature


Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Everybody's Friend


Prerequisites: Half-Elf


You develop your magnetic personality to ease your way through the world. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Deception and Persuasion skills, if you do not have them.
  • If you're already proficient in Deception and Persuasion skills, your proficiency bonus is doubled for any check you make when interacting with non-hostile creatures who meet you for the first time, as long as they can see you and understand the language you are speaking in. Once they establish an opinion for you (either friendly or hostile), this benefit no longer applies.

Fade Away


Prerequisites: Gnome


Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

  • Increase your Dexterity or Intelligence by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn. If you are not immobilized you may also move 5 feet in any adjacent free space and become Hidden from all hostile creatures. You remain invisible until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Fell Handed

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
  • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
  • When you make an opportunity attack with the weapon and it hits a creature wielding a shield, you knock the target's shield momentarily. The creature doesn't benefit from the +2 bonus to AC from its shield until the end of its next turn.

Fey Teleportation


Prerequisites: Elf (high) or Any Race (see text)


Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the misty step spell and can cast it once without expending a spell slot. Only if you are High Elf, you can cast it twice in that way instead of once. At 11th level, you can cast it one additional time in that way. You regain the ability to cast it in this way when you finish a short or long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
  • When used without expending a spell slot and only if you are a High Elf, your misty step range is 50 feet instead of 30 feet.

Flail Mastery

The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with a flail.
  • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
  • When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Flames of Phlegethos


Prerequisites: Tiefling


You learn to call on hellfire to serve your commands. You gain the following benefits:

  • Increase your Intelligence or Charisma by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 or 2 on the fire damage dice, but you must use the new roll.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. This fire damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.

Grappler


Prerequisite: Strength 13 or higher


You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on Attack rolls against a creature you are Grappling.
  • When you succeed on a Grapple check against a creature to Grapple, Restrain or Pin, you may also deal your unarmed attack damage to the creature.
  • When a creature provokes an attack of opportunity from you and you have a free hand, you may attempt an opposed Grapple check at disadvantage instead of attacking.

Great Weapon Master

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

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Grudge-Bearer


Prerequisites: Dwarf


You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs, and you need DM's approval to choose prevalent races such as humans or elves) that generally lean towards an alignment opposite to yours. You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.
  • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
  • When you hit your chosen foes with a melee weapon, you deal +2 additional weapon damage to any of them. The additional damage increases to +3 on 9th level, and +4 on 16th level.
  • When you score a critical hit against your chosen foe, instead of adding additional dice to the attack the target of your attack has vulnerability to your damage.
  • When you bring your chosen foe to 0 hit points, you can use your bonus action to make a battle cry. You regain hitpoints equal to half the size of one of your hit dice (rounded up), and all other friendly creatures with the Grudge-Bearer feat have advantage to their next melee attack.

Healer

You are an able physician, allow you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point and also suffers 1 level of Exhaustion.
  • You can spend 1 minute and spend one use of a healer's kit to administer an emergency medication to a willing creature that is not unconscious. The creature regains the maximum amount of hit points it can regain from a hit die, without spending a hit die. The creature cannot receive such healing until it completes a short or long rest.

Human Determination


Prerequisites: Human


You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you make an attack roll, an ability check, a saving throw, or a Death saving throw, you can roll a determination die that is d4 and add it to the result. Once you use this ability, you can't use it again until you finish a short or long rest. The determination die increases to d6 at 11th level, and to d8 at 16th level.

Inspiring Leader


Prerequisite: Charisma 13 or higher


You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, all friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

The friendly creatures also gain a d4 morale die that can be added to one attack roll that would miss making the attack potentially hit, and if the attack hits the same amount is added to damage. The morale die can also be added to one saving throw that would fail making it potentially succeed. The morale die is lost when the friendly creature or their leader falls unconscious, or at the end of a combat.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north and the number of hours left before the next sunrise.
  • The time needed to read or learn information, or add new spells to a spellbook is halved.
  • You can accurately recall anything you have seen or heard within the past week. This includes the contents of a scroll or spellbook, but they can be only used to be scribed into another spellbook.
  • You have advantage on any Intelligence checks to recall information about creatures, places, events, spells, or rituals you've ever learned about.

Linguist

You have studied languages and their use to hide information or manipulate others, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn two languages of your choice plus a number of additional languages equal to your intelligence modifier. Whenever your intelligence modifier increases, you can choose to learn another language.
  • You can add your Intelligence modifier to all Charisma checks made while conversing with a creature in its native tongue, other than common language.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky

  • Increase one ability score by 1, up to maximum of 20.
  • Your uncanny luck generates one additional inspiration point for the party at the end of each session.
  • For you, inspiration points gets a new use. You can spend inspiration point to force the DM to reroll one attack roll that would hit you or saving throw against spell or effect cast by you, and you get to choose between the two resuts.

Lucky Emanation


Prerequisites: Halfling, or Any Race with Lucky feat


Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter.

  • Increase one ability score by 1, up to maximum of 20.
  • Your uncanny luck generates one additional inspiration point for the party at the end of each session.
  • When an ally you can see within 30 feet of you rolls a 1 or 2 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 30 feet of you casts a spell, you can use your reaction to make a weapon attack against that creature if it is in reach of your weapon.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You can use your reaction to gain advantage on a saving theow against a spell cast by a creature within 30 feet of you that you can see.

Magic Initiate

  • Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
  • In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You may choose to exchange one cantrip gained from this feat for an additional 1st-level spell from the same list that you can cast that way.
  • Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, paladin or warlock; Wisdom for cleric, druid or ranger; or Intelligence for wizard.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you have superiority dice, you add one more to your existing pool; otherwise, you have two superiority dice, which are a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Master of Disguise

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with the Disguise and Camouphlage Craft.
  • If you spend 10 minute observing a non-hostile creature, you learn its mannerism and can appeal to its preferences when making a first impression. You have advantage to any Wisdom (Insight) and Charisma (Deception or Persuasion) checks with observed creature that meets you for the first time and understand the language you are speaking in. The time spent interacting with the creature counts as observing it, learning additional information about its behavior and intent, as long as not kept secret.
  • If you spend 1 hour observing a creature and its behavior, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Your disguise will not pass a closer inspection or fool creatures familiar with the exact individual you mimic who can see or hear you speak without mimicing its voice and sounds as well. You must use a disguise kit but may need additional resources (such as animal pelt to fool a beast you are hunting). You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Metamagic Adept


Prerequisites: Spellcasting or Pact Magic feature


You've learned how to exert your will on your spells to alter how they function. You gain the following benefits:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain (but not greater difficult terrain) doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, opportunity attacks from that creature suffer from a disadvantage for the rest of the turn, whether you hit or not.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • If you both enter and leave the reach of one unmounted creature as part of your move, that unmounted creature has disadvantage to opportunity attacks against you and your mount when leaving its reach.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Observant

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

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • You ignore the effect of dim light when making a Wisdom (Perception) check.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores if you spend 1 minute or longer carefully observing a location, a creature on an object.

Orcish Fury


Prerequisites: Orc or Half-Orc


Your fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • When you hit with an attack using a simple or martial melee weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability once, you can't use it again until you finish a short or long rest. The number of uses increase to twice at 11th level.
  • If you are below half your hit point maximum at the start of your turn, anytime you deal damage with a melee weapon you may reroll one weapon damage die that rolled 1 and take the new result.
  • You can use your Relentless Endurance trait twice before you must finish a Long rest. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. You can then choose to lodge your weapon into the creature's body. If you choose so, you release weapon if you were wielding it, and it remains in the creature's body. At the start of the creature's turn, it takes damage equal to the weapon's damage die. You can reroll one of the attack's damage dice of the lodged weapon, and you must use the new roll. The creature can dislodge and the weapon with two free hands and a Strength saving throw against saving throw against DC 8 + your proficiency bonus + your Strength modifier. Every time it attempts to dislodge it, it first takes damage equal to the weapon's damage die, and you cannot reroll that damage.

Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials per single dose, you can create a number of doses of potent poison up to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated

weapon or ammunition, that creature must succeed on a Constitution saving throw against DC 12 + your proficiency modifier, or take 2d8 poison damage and become poisoned for 1 minute. The poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the condition on a success. On a failure, the creature takes 1d8 poison damage and remains poisoned. The initial poison damage increases to 3d8 at 9th level, 4d8 on 13th level, and 5d8 at 16th level.

Polearm Master

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

  • When you take the Attack action and attack with only a glaive, halberd, pike, quarterstaff or spear that you hold in both hands, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff or spear in both hands, other creatures provoke an opportunity attack from you when they enter your reach.

Resilient

  • Increase one ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Ritual Caster


Prerequisites: Intelligence or Wisdom 13 or higher


You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. You can also add ritual spells to your ritual book that you observe cast by a friendly creature that allows you to study and learn from their ritual. If you do so, make an Arcana check using your spellcasting ability against DC equal to 15 + the level of the ritual spells.

The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Sentinel

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

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Shadow Touched

Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Sharpshooter

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

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Also, you do not suffer disadvantage when attacking at close range in dim light.
  • Your ranged weapons ignore half cover and treats three-quarters cover as +2 bonus to AC instead of +5 to AC.
  • Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

Shield Master

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

  • You gain proficiency with shields, if you don't already have it.
  • You can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you succeed by 5
    or more, te creature also suffers disadvantage to its first attack on its next turn.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
  • If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.

Skilled

You have a knack for learning new things. You gain the following benefits:

  • Increase one attribute by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice related to that attribute you increased.
  • You gain proficiency in two Lores or Crafts of your choice.
  • Choose one skill in which you have proficiency other than the one gained from this feat. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Skulker


Prerequisites: Dexterity 13 or higher


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

  • You have advantage on any checks to Hide when you are at least heavily obscured or benefit from three-quarters cover
  • You can attempt to Hide if you are only lightly obscured or benefit from half cover.
  • When you are Hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your attack rolls or Wisdom (Perception) checks relying on sight.

Slasher

You've learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Every time the creature uses its movement or uses its action, it loses 1d4 hit points. The creature can stop the bleeding with two free hands and a DC 10 Wisdom (Medicine) check, or succeed on a Constitution saving throw against DC 8 + your proficiency bonus + your Strength modifier to stop bleeding.

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. This benefit has no effect if another feature has already improved the weapon's die.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee opportunity attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands.

Spell Sniper


Prerequisite: The ability to cast at least one spell


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

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled. In addition, you do not suffer disadvantage when attacking in dim light in the spell's original range.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Squat Nimbleness


Prerequisites: Dwarf or a Small race


You are uncommonly nimble for your race.

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • When you take the Dodge action, attempts to Grapple you are made at disadvantage.
  • When you provoke an opportunity attack from a hostile creature, that creature cannot choose to make a Grapple check against you.
  • You have advantage on any Strength (Athletics) check you make to Tumble Through a hostile creature's space, and you ignore disadvantage due to size difference. When you use your action or bonus action, you can Tumble Through twice as part of your movement instead of once. Each Tumble requires a separate check.

Stonehands


Prerequisite: Goliath


Your hands become as strong as mountain stone.

  • Increase your Strength or Constitution modifier by 1, to a maximum of 20.
  • Your unarmed strike uses a d6 for damage. On a critical hit, add one additional unarmed strike die to the damage total.
  • When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to shove the target.
  • When you shove a target, you can push the target up to 10 feet away from you
  • When you shove a target, you mark that creature until the end of your next turn or until you attack or grapple another target. When a target that is marked enters your range, you can use your reaction to make an opportunity attack against it.

Superior Attacker

You are have a keen eye for enemy weaknesses in combat and dealing vicious wounds, and gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn when you hit a creature with a weapon attack, you may reroll the weapon’s damage dice again and use either total. On a critical hit, you may also reroll all extra damage dice.

Tandem Tactician

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You can use the Help action as a bonus action if you aid an ally within 5 feet.
  • When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet.

Telepathic

You awaken the ability to mentally connect with others and manipulating items with simple thought. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice from the following list: Deception, Insight, Intimidation, or Persuasion.
  • You can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.

Tough

Hardy and resilient, you gain the following benefits:

  • Increase your Consitution score by 1, to a maximum of 20.
  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • You have advantage on rolls to resist alcohol, simple poisons and common disease.
  • You roll a success on a Death Save if you roll 9 or higher.

Trapper

You have spent time hunting creatures and honed your skills, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You learn the hunter's mark spell. You can cast it twice as a 1st level spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell.
  • You have advantage on Wisdom (Survival) checks to track and hunt beasts and other creatures with Intelligence score 8 or lower.
  • You have advantage on any checks to skin, extract and preserve precious organs from creatures you have researched for at least a week of downtime, or hunted for a week of downtime in your past.

War Caster


Prerequisites: The ability to cast at least one spell


You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapon Master

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with all simple or martial weapons.
  • You learn one Fighting Style from the Fighter class. You can't choose a Fighting Style twice, regardless of where you gain it from.
  • Drawing and sheathing a weapon on your turn is a free action for you.

Wonder Maker


Prerequisites: Gnome (rock) You master the tinker techniques of your people. You gain the following benefits:

  • Increase your Dexterity or Intelligence by 1, to a maximum of 20.
  • Select three Crafts you are proficient in. When making checks to craft or repair, you double your proficiency bonus to the check.
  • When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm. This device senses when a creature moves to within 15 feet of it without knowing the exact method to bypass the alarm chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1d4 rounds and can be heard from up to 100 feet away.

Lifter. This device can be used as a block and tackle, allowing its user to hoist three times the weight the user can normally lift.

Timekeeper. This pocket watch keeps accurate time, down to exact quarter of an hour.

Weather Sensor. When used as an action, this device predicts the change in weather conditions in a 1-mile radius within the next 12 hours.

Wood Elf Magic


Prerequisites: Elf (wood)


You learn the magic of the primeval woods, which are revered and protected by your people. You learn to cast Longstrider spell and can cast it once per short rest, without expending a spell slot. You also learn the Pass Without Trace and Erupting Earth spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for all three spells.

Magic and New Spells

Identifying Magical Items

During a short or a long rest, you can spend time examining an item and try to detect any magical property. As long as the item has a perceptible magical effect and does not require a command to activate it, you learn whether the item is magical or not and the DM may provide hints at the item's properties. The DM may ask for additional skill checks such as Wisdom (Perception or Insight) or Intelligence (Investigation or Arcana) to detect any barely perceptible effects.

During a short or a long rest, any player may attempt to identify a magical item with a proficient Intelligence (Arcana) check. The DC of the check is 15 + half the player level that the item is intended for (rounded up). On a failure, you can try again after your next long rest. On a success, you learn the item's magical properties and whether it requires attunement or not. However, if the item has a command such as word or gesture, you do not learn that word or gesture.

Only the identify spell lets you learn the item's properties and how to use them, reveals the command needed to use it, whether it requires attunement to use, and how many spell charges it has, if any, and if the item is cursed.

The table below provides example Arcana DC for magic items of specific rarity based on the level tier they become widely available to players during adventuring.

Identify DC by Magic Item Rarity
DC Rarity
15 Common
17 Uncommon
19 Rare
23 Very Rare
25 Legendary

Attunement with Magical Items

You can only attune to items that you know their magical properties and that they require attunement, as that knowledge also reveals what kind of ritual is needed to complete that bonds you with the magic item. You can only attune during the one hour of light activity during long rest.

Recognize Spell

When a hostile creature casts a spell, you do not immediately recognize its name and effect unless it is very common and has a recognizable visual effect (such as a fireball spell). Uncommon spells that do not have visual effect or their effect cannot be recognized (such as empowering their caster) are only possible to recognize if you can detect and observe their somatic or verbal component.

If you can observe the somatic or verbal component of a spell, or observe the whole process of a ritual casting, or can see a magical item that is being activated with a command or gesture (but not a thought), or a magical item has a visual effect, you can attempt to recognize it as a free action. If it is a spell you already know and you observe the verbal component, you recognize it immediately without a check.

In all other cases, you must make a proficient Arcana check. If the spell is on your class list or a feat or feature makes it available to you, the DM will grant you advantage on that check. The DC of the spell is 10 + two times the spell level (cantrips are considered 1st level for the DC calculation). If you succeed, you learn the spells name. If you beat the DC by 5 or roll a natural 20 on the die, you also learn the level it is heightened to and the targets it is aimed at, and other specifics of its casting, if any.

Bonuses or penalties to Wisdom (Perception) checks apply to your attempt to recognize a spell. In dim light, you suffer -2 to your Arcana check against somatic components, and in moonlit darkness you suffer -5 to your Arcana check against the same component. You suffer -2 in a noisy environment against verbal components, and in loud and crowded space you suffer -5 to your Arcana check.

Hiding Spell Casting

In some situations you may attempt to hide the act of casting spells, cast them in a non-threatening manner, or disguise the use of specific components as part of the spell casting from prying eyes. To cast in a stealthy manner you must make a check for each component the spell has against the highest Passive Perception among all creatures who are actively watching you. Any observer who is proficient in Arcana can make an Intelligence (Arcana) check and choose between the result and its Passive Perception to oppose your checks.

Failure to one check only reveals only suspicious activity unless the observer is proficient in Arcana. Failure to two or more checks reveals unmistakable evidence of casting magic to anyone even if they are not proficient in Arcana.

If a spell has a Verbal component, attempt a Intelligence or Wisdom (Stealth) check. Loud background noise (such as a full tavern or a marker crowd) gives you advantage to the your roll.

If a spell has a Somatic component, attempt a Dexterity (Stealth) check. If you benefit from half-cover or there is a lot of nearby movement (such as a moving crowd or passing patrons in a tavern) you get advantage to your roll.

If a spell has a Material component, attempt a Dexterity (Sleight of Hand). If you benefit from half-cover (such as sitting at a table in a tavern, with your hands under the table) you get advantage to your roll.

Animal Companions


These rules expand on the concept of animal pets and companions provided by backgrounds, classes and subclasses, or purchased and trained during the course of an adventure. The goal of these rules is to improve the odds of survival of animal companions by introducing hit points and attack progression, and allow adventurers to train companions and animal pets to follow complex commands.

Pets vs. Companions

Unless your class or subclass grants you with an animal companion with listed abilities that the companion is trained to do, any animal that follows you as part of your background or character concept is a pet.

Pets are tamed creatures, they recognize you as their master and they respond to the name that you gave them. The pet starts with a number of learned Simple tricks (see Training, pg. 25), and the DM should allow its instincts and abilities to be beneficial to you and spells such as speak with animals can allow them to roughly understand simple instructions. Pets will not fight for you until trained to do so, and although they might stand by you in hope you could protect them, they are generally too weak to present any challenge.

Taming Animals

If you have proficiency with the Animal Handling skill, you can attempt to tame a creature with Intelligence score of 5 or lower. Creatures with higher Intelligence cannot be tamed. Also creatures with Challenge Rating higher than your level cannot be tamed unless they are friendly towards you and willingly subject themselves to a mutural co-existence. If at any time the animal becomes hostile, a stronger beast would leave or turn against the character.

Taming a wild creature takes a number of days of downtime or living together equal to the creature's Challenge rating, multiplied by 100. The period cannot be shorter than 50 days. If you or someone else raised the creature from birth, Challenge rating is multiplied by 50 and the period cannot be shorter than 25 days.

Additionally, reduce the time by 10% if you and the creature are both good-aligned, and another 10% if you and the creature are both lawful-aligned. Reduce the time by 10% if you are proficient in Nature, and by another 20% if you have expertise in either Animal Handling or Nature, or you have studied Lore related to that creature. Increase the time by 20% if the creature is evil-aligned, and by another 50% if the creature is chaotic-aligned.

Once you have tamed a creature, you may spend a downtime with it to teach it new tricks or important commands that it will willingly follow when following you during your adventuring career.

Taming Expenses

For each day during taming a creature, you must provide it with adequate food and water, in volume related to creature's size. The price for food is up to the DM, but below is a reference for common animals.

Creature Needs
Size Food Water
Tiny 1/4 lb. 1/4 gallon
Small 1 lb. 1 gallon
Medium 1 lb. 1 gallon
Large 4 lbs. 4 gallons
Huge 16 lbs. 12 gallons
Gargantuan 48 lbs. 24 gallons

Animals require different food if they are herbivore or carnivore, or any food if omnivore. Certain unique animals may have highly specialized diets that require imported feed.

Creature Foods
Food Price
1 lb. of hay 1 cp
1 lb. of quality wheat 3 cp
1 lb. of meat 1 sp
1 lb. of quality meat 3 sp
1 lb. of rare meat 1+ gp

You must also care for the creature by keeping it somewhere safe. The larger the creature is or grows to be, the more expensive it is to provide it shelter.

Animal Kennel
Size Price
Tiny 5cp/day
Small 1sp/day
Medium 2sp/day
Large 5sp/day
Huge 1gp/day
Gargantuan 5gp/day

Once a creature has been tamed, it will behave peacefully toward you, your allies and other non-hostile people around them, follow in their general area, and mostly behave itself as much as its personality allows.

Tamed Endurance

A tamed creature gains 2 hit dice that increase its maximum hit points by twice the size of its Hit dice and two times its Constitution modifier. This represents the experience gained during the weeks it has spent struggling against your will or building relationship with you.

Training

After you tame a creature, it starts out with number of learned tricks equal to its Intelligence modifier plus 5. For example, a dog with an Intelligence modifier of -3 start with just 2 tricks after being tamed. The tricks are up to player's choice, but they can only be Simple tricks.

You can spend effort and additional expenses to teach its new pet new Simple or Complex tricks. A creature can know a total number of tricks equal to its Intelligence score (not the modifier). For example, a simple dog can know up to 3 tricks.

Training a new trick to a creature is far simpler and cheaper than taming it in the first place. You need to foot the bill for the creature's food and shelter for number of days equal to 10 minus the creature's Intelligence modifier (minimum of 1). If the trick is a Complex one, multiply that number by 3. For example, a dog would take 7 days to learn a Simple trick and 21 days to learn a new Complex trick.

Tricks

Come and Heel (Simple). This issue is more than just having an creature return when you call it. This command will cause the creature to act against its own desires. The creature will come to you, even if you are standing in a dangerous place. The creature will sit and stay still, even if it really wants to go chase or kill another creature.

Attack (Complex). This command will cause the creature to mercilessly attack whoever you are directing it toward. Teaching the creature this trick also allows them to add a proficiency bonus to their attacks. It is unlikely to relent until the target is ruined, or a come and heel command is given.

Fetch (Simple). This command will send the creature to strive to obtain whatever you are directing it toward. If the creature cannot do it, it will attempt to open up any barriers which prevent you from getting it yourself.

Ride (Simple). If the creature is at least one size larger than you or able to carry like as it it is one size larger than you, as well as of appropriate anatomy, it can be trained to be a mount. Prior to this training, the creature just acts of its own accord, tolerating your presence on its back. Just because it is trained does not necessarily mean that you know how to ride it though.

Perform (Simple). This is one amusing trick your creature does. A back flip on command, playing dead, speaking on command, etc. When used for practical purposes, this is the same as the creature having the Intelligence (Perform) skill.

Find (Complex). The creature can use its unique senses to search for things and track or hunt a mark. It is also trained to give a warning call when it spots its mark. The creature must be trained to hunt specific targets (such as humans, or find and follow tracks of blood) to be given a clue followed with a sense that the creature had advantage on Perception checks (such as the smell of your target's clothes, for a wolf).

Enlighten (Complex). You spend a great deal of time getting the creature to understand the subtleties of your expression, such that it has a higher understanding of people and what they are talking about. As an example, an unenlightened creature will feel good if you talk to it in a happy tone, even if your words are harsh, but an enlightened creature will get the hint that you're being facetious. This is represented by a one-time +2 Intelligence score improvement for the creature.

Work (Simple). The creature can be trained to carry, haul, and tow loads. While you could theoretically strap bags to the side of any creatures, this also applies to things like pulling carts, drawing a line to lift a load by a pulley, or tilling with a plow, which actually do normally require some training to be done well.

Help (Complex). Your creature has been trained to remember directions and the locations of important things - like local hospitals, or friendly people. If you are ever injured or lost, you could send your creature to seek help - it will always return to you. creatures trained in this trick will also find their way to you if you are separated.

Talent (Complex). This teaches the creature a skill or tool proficiency. It is up to the DM if the proficiency is something the creature can learn or manipulate with its limbs or jaws. For example, using a harp may seem doable for a large rat, but using a kettle drum would not.

Deliver (Complex). You have taught the creature how to navigate its way back to known settlements, and return to you, as well as how to carry and deliver written messages or small parcels.

Hunt (Complex). Predatory creatures, such as hawks or dogs, can be taught to hunt on their own and bring the kill back to you, rather than eating it for themselves. This is the same as the creature foraging independently of you.

Complications

Each ten-day week you raise an animal pet or work towards training it, there is a 5 percent chance that your pet will get into a mess and get you involved along with it. The table below lists few examples for inspiration only.

Complication Examples
d8 Complication
1 You are given an offer to sell your pet. The buyer is a person of power and is not taking no for an answer.
2 Your pet got scared and harmed an obnoxious person. He is now demanding for its death or drive you out.
3 Your pet was wounded by another. It cant train until healed. You have a beef with the other pet's owner.
4 Your pet got confused and scared women or children. People are wary towards you now.
5 Your pet uncovered a corpse. You don't know the person but the scene is gruesome.
6 Your pet's senses alert it of a nearby crime. You have the option to get involved or not.
7 Your pet's senses have found a lost item or a tiny fortune. You can keep it or track its owner.
8 Your pet has found a mate, and its loyalty to you and primal instincts are conflicting.

Companions

An animal that is tamed and trained has already increased endurance and the willingness to learn new tricks to appease to its master. However, when your class or subclass provides you with a companion, the bond goes beyond the recognition of you as its master. It is a friendship by equals partners, and the companion feels genuine care about your safety and your


goals even if it doesn't fully understand them. This allows the companion to levels up with you and improve its attributes during your adventuring career.

Companions are considered to be friendly to you and your allies, as well as non-hostile creatures of your or its choice. They are trained in two Simple tricks and automatically come trained in Enlighten trick that increases their Intelligence score by 1. In addition, companions level up as you do and improve their abilities.

Companion Advancement

At 3rd level and each odd level after that (5th, 7th, 9th,...), your companion gains an additional hit die that and increases its hit points maximum with the average value of that hit die plus companion's Constitution modifier. The maximum hit dice that a companion can have depend on its size. When the maximum hit dice is met, on each following odd level increase the companion's maximum hit points by its Constitution modifier.

Companion Size Max. Hit Doce
Tiny 5
Small 7
Medium 9
Large 11
Huge 13
Gargantuan 15

At 5th, 9th, 13th and 17th level when you proficiency bonus increases, your companion gains the following benefits:

  • Choose one of the companion's attributes and increase it by 1. If this changes the attribute modifier, apply the increase to any skills, attack rolls and damage rolls related to that attribute.
  • For each skill that the companion is proficient in, increase its modifier by 1.
  • For each attack that the companion is trained to make, increase its to-hit bonus by 1.

At 13th level, your companion gains the following legendary benefits:

  • The companion's size increases to the next larger size category but its maximum hit dice does not change.
  • The companion movement speed increases by 5 feet.
  • The companion gains two legendary actions, or its legendary actions increase by one if it already has any. It can use its legendary attack to make one attack, to move up to its speed, or to attempt to recharge one ability.

Companion Death

When your companion is reduced to 0 hit points, it benefits from the Death saves mechanic in the same way as a player character.

But if the inevitable moment comes that your companion is dead, there is no ritual and no magical trick to bring it back to life for cheap. Unless spell or ritual exists that the DM has approved, companions are raised back to life in the same way as player characters. Alternatively, you can let go and retain the good memories and eventually find and tame a new animal that the DM allows to convert into companion once tamed and trained in the Enlighten trick.

New Equipment

Clothing

Item Price Weight
Furred Coat 10 gp 8 lbs
Furred Coat, Masterwork 45 gp 8 lbs
Hide Gambeson 8 gp 12 lbs
Rawhide Cloak 6 gp 5 lbs
Balaclava 7 sp 1 lb
Reinforced Boots 4 gp 4 lbs
Eelskin Snowshoes 2 gp 2 lbs
Wooden Ski boards 12 gp 6 lbs

Furred Coat. Thick set of arctic explorer's clothing including a two layered elk hide coat with a furred cloak, set of woolen stockings, a scarf and a hat, and ordinary thick boots. While not wet, these clothes provide immunity to cold weather and resistance to extreme cold weather. When the furred cloak over your face, your identity remains hidden unless someone succeeds on a DC 15 Wisdom (Perception) check. You can wear light armor under the coat but not medium or heavy armor.


Furred Coat, Masterpiece. Etched decorations and use of pelts from rare animals make this set of arctic clothing fit for a successful crafter or merchant, a Ten-Town speaker or their advisors. You draw attention and in some situations it may grant you a bonus to Charisma checks to impress strangers with your social status equal to your proficiency modifier.


Hide Gambeson. This underlay is made of rawhide medium armor stripped of most of its worn out outer layers. This allows to reuse what is left as a makeshift coat and put another set of medium armor on top of it. While not wet, these clothes provide resistance to cold weather but do not protect against extreme cold weather.


Rawhide Cloak A heavy rawhide cloak from a bear or a thunderbeast can be worn over medium or heavy armor and provide partial coverage of the body against cold weather. When resting, it can provide resistance against cold weather but not extreme cold weather. On request, a cloak can be sewn into the pelt and when cloak is over your face your identity remains hidden unless someone succeeds on a DC 15 Wisdom (Perception) check.


Balaclava. A woolen facial mask that covers all area of the head except the mouth, the nostrils and the eyes. It will protect your face from frostbite and gives +2 bonus to Ignore DC checks to continue marching despite Exhaustion. Wearing one, your identity is hidden unless someone succeeds on a DC 17 Wisdom (Perception) check.


Reinforced Boots. These boots have multiple layers of soles that allow to attach spiked chains or small nails that serve as ice grippers. Simple spiked chain attachment is included in the price. When attached, the DC to fall prone when walking over slippery ice is decreased by your proficiency modifier.


Eelskin Snowshoes. Large padded footwear made of oiled eel skin and knitted sticks that negates the problems of trying to walk on soft snow. You can ignore the effect of difficult terrain but not greater difficult terrain in Thick Snow terrain. A pair of snowshoes will wear off and become unusable in 10 days of use even with regular repairs. If you Dash while wearing snowshoes, there's 50% chance they will break.


Wooden Ski boards. A pair of wooden ski made of chiseled boards of maple or ash wood, poolished and oiled for enhanced friction over uncompacted snow. Wearing ski on reinforced shoes increase your speed by 10 feet over Thick Snow terrain. You can ignore the effect of difficult terrain in Thick Snow Terrain, and greater difficult terrain in such terrain is treated as difficult terrain that cannot be ignored. On incline slopes, you can take the Dash action to quadruple your speed instead of doubling it.

Camping Equipment

Item Price Weight
Insulated two-person tent 40 gp 35 lbs
Insulated six-person tent 250 gp 70 lbs
Sack of coal rocks (bag of 5 uses) 3 gp 15 lbs
Cooking pot 2 gp 10 lbs
Shovel, normal 2 gp 5 lbs
Shovel, retractable 3 gp 4 lbs
Ration (1 day), summer 5 sp 1 lbs
Ration (1 day), winter 9 sp 1 lbs
Ration (1 day), scarse winter 12 sp 1 lbs

Insulated Two-Person Tent. This tent protects two Medium or smaller creatures inside of it against the elements. While inside of the tent, a creature has immunity to extreme cold weather.


Insulated Six-Person Tent. This tent protects two Large, six Medium or Small creatures inside of it against the elements. While inside of the tent, a creature has immunity to extreme cold weather.


Sack of coal rocks. Black coal rocks mined in the region between Mirabar and the Evermoors is sold in rough burlap sacks. Coal from that region is associated with stigma of cruel slave labor where captured goblins and kobolds are forced to work under inhumane conditions to mine it. Still, rocks of coal burn twice longer than dry wood and are far more compact than carrying stacks of wood or relying on foraging before camping especially during the arctic winter.
A single sack contains enough to maintain 5 campfires.


Cooking pot. Hot soup is one the the few pleasures that arctic travelers look for by the end of the day.


Shovel. In Icewind Dale, shovels are made with a wider head so they can be both used to shovel dirt and snow. Retractable shovels are small enough to even be hanged on your belt.


Ration. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. In Icewind Dale, food can be scarce during winters especially long and harsh ones. Prices vary widely depending on town reserves and there's no ceiling price although the authorities of Ten-Towns clamps down on attempts to inflate prices to locals. Strangers however can find themselves at the mercy of merchants.

Local Tools of Trade

Item Price Weight
Engraver's tools 25 gp 2 lbs.
Raw schrimshaw 10 gp 1 lb.
Fisher's supplies 20 gp 6 lbs.
Fishing tackle 5 gp 4lb

Engraver’s tools. Used for etching designs and words into ivory, metal, stone, and wood. They are the prefered method of creating scrimshaw artworks. A set of engraver’s tools includes several chisels of different sizes, a clamp, 8 ounces of polishing fluid, a rag, sandpaper, a stamp, and a hammer.

Engraving: As part of a long rest, you can engrave a design into workable material. The design may be filigree, image or a message. Giant runes are also engraved, believed to wield ancient power. Make a Intelligence or Wisdom (Artistry Craft) against the DC of the material used.

Material Engraved DC
Wood, ivory, scrimshaw 12
Stone 15
Metal 18

Carving. You can carve elaborate decorative figurines or items, made of scrimshaw ivory of great value in the South. Choose design complexity from the table below to set the base price per pound of scrimshaw used if the carving is successful. As part of a long rest, you can make one DC 13 Intelligence or Wisdom (Artisty Craft) to work on that figurine. Each time you fail by 5 or more, you leave a noticeable defect and if two defects are made, the figurine is spoiled and has no value for sale. Each time you succeed by 5 or more, you increase the value of your work by 5%. Each critical success raises the value of your work by 20%.

Complexity of Carving Successes
Simple crude, practical form. Base cost 15 gp. 2
Complex figurine. Base cost 40 gp. 3
Lifelike figurine. Base cost 120 gp. 5
Masterpiece scene figurine. Base cost 450 gp. 7

Fisher’s supplies. are used for catching fish that can provide food and other materials, such as ivory from the knucklehead trout that populate the lakes of Frozenfar. These tools consist of a fishing net, a bucket, and a fishing pole with a line, hook, and several pieces of tackle.

Fishing. Check the fishing rules at the end of the Travel section. If you have Fishing Lore, failing by less than 5 points grants you +2 to the next Fishing check.

The Basics of Crafting

Each trade has its own crafting rules that are very similar to each other. If you want to practice a trade but rules don't exist for it yet, use the following guidelines.

You must be proficient in a Craft or Lore related to that trade. Most trades aslo require a set of tools or special facility such as workshop. Practicing a craft requires making an Intelligence (Craft) check. if the Craft involves a degree of artistry you may use Wisdom instead of Intelligence. You can make one crafting check as part of a long rest, or three crafting checks as part of one day of downtime.

Each trade may have one or more activities that can be simple or complicated. Simple activity such as repairs requires just one crafting check against DC 12 to 15, depending on the difficulty of the craft. You are allowed to make repairs even if you lack the proficiency int he Craft, but the DC is increased by 2, and failing it by 5 or more causes irreparable damage to the item.

Complicated activities involve creating something from raw materials, and requires ongoing multiple crafting checks against DC 13 to 16, depending on the difficulty of the craft (usually based on the simple activity DC, increased by +1 or +2, up to DM). If you fail on a check you waste the time and make any progress, but if you also failed by 5 or more you cause a defect to the item you are working on. If you succeed on the check you make one success towards your progress, and if you succeed by 5 or more you also improve the design increasing the selling price of the item by 5%. Any critical success on a crafting check improves the selling price of the item by 20% instead of 5%, and removes one defect from the item. In order to complete the item you are working on, you must get 2 to 7 successes before you make two defects at the item at which point it is flawed and loses its selling value.

If you roll natural 1 on a crafting check, you damage your crafting tools and further checks cannot be made with it until you spend gold equal to one fifth of the tool price to resupply the broken equipment.

The minimum profit you can make on the item you create depends on the base cost of all materials needed and the number of successes that the item needs before accumulating two defects. Depending on the demand of the item the values can be further increased, even exponentially so for items requiring high level of artistry. Remember that these profits are not automatic or guaranteed and you must find a market for it, such as a trader to buy the crafted goods from you and sell them at a markup price.

Base cost multiplier Successes
Simple item. Multiplier x1.2 2
Moderate item. Multiplier x1.5 3
Complex item. Multiplier x5 5
Advanced item. Multiplier x15 7

Fishing Tackle. This includes the components required to repair a set of fisher’s supplies in the event of them breaking.

Explorer's Herbal Aids

Item Price Weight
Dried Alathorne berriies (bag of 10 doses) 1 gp 1 lb.
Juniper Berries (bag of 20 doses) 5 sp 1 lb.
Kanishta root (one dose) 2 gp 1 oz.
Kanishta root, powdered (one dose) 3 sp 1 oz.

Dried Alathorne berriies. These tiny green-hued berries can be brewed into a strong tea that helps those not acclimated to cold environments stave off the cold. Consuming it removes the Frostbitten conditio and allows to recover Exhaustion during short rest even in cold and extreme cold weather.


Juniper berries. These bitter, sour berries are a well-known antitoxin and stimulant for those near death. They are so common in the wild that they can be found in nearly any town and a bag of the berries is always recommended for anyone adventuring in the wild. When chewed and put into the mouth of an unconscious or sleeping creature, the berries juice stimulate their senses and bring them to consciousness. They can also cure hangovers and stomach ache.


Kanishta Root. Chewing on an ounce of the bitter, dry kanishta root staves off the effects of extreme cold. Once consumed, for the next hour you don't have to roll Constitution saving throws to resist gaining a level of Exhaustion or falling asleep and freezing to death, unless you are naked or wet. Prolonged consumption of the root is addictive (DC 14 to resist). People who rely on kanishta root to endure the elements can be recognized by their green-yellow teeth. Withdrawal symptoms occur in 1d4 days of no consumption and include depression, blurred vision and loss of smell and taste. Long-term use causes deterioration of the liver, stomach and colon.


Kanishta Root, Powdered. Desperation forces the poor folk to snort powder from already cherwed root spittle, driend and ground to dust. Once snorted, for the next hour you gain advantage to Constitution saving throws to resist gaining a level of Exhaustion or falling asleep and freezing to death, unless you are naked or wet. Kanishta root powder is even more addictive (DC 16 to resist) and long-term use damages the brain, causing hallucination and loss of memory.

Mounts

Item Price Speed Capacity
Sled dog, puppy 40 gp 10 ft. 1 lb.
Sled dog, adult 50 gp 40 ft. 135 lb.
Sled dog, adult, trained 70 gp 40 ft. 195 lb.
Sled dog, adult, trained, leader 80 gp 40 ft. 180 lb.
Reindeer 80 gp 50 ft. 480 lb.
Reindee, draft 150 gp 50 ft. 540 lb.
Axebeak 60 gp 50 ft. 135 lb.
Axebeak, trained 90 gp 50 ft. 180 lb.

Sled dogs. Select breeds such as Heteff (similar to Siberian Huskies), Okteff (similar to Alaskan Malamute) and Moorhounds (similar to Tibetan Mastiffs) make perfect sled dogs. Their puppies are sold at a premium especially if pure-bred. Every snow sled needs a number of trained dogs to fill its swing, point and wheel positions, as well as one or two leaders depending on where it is a one-lead (with up to 4 dogs) or two lead (up to 12 dogs)


Sled Dog

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 11 (2d8 + 2) adult, 22 (4d8 + 4) trained
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Saving Throws Strength +3, Constitution +3 if trained
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The dog has advantage on an attack roll against a creature if at least one of the dog’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Reindeer. Reindeer or caribou (also called klantars in the Realms) were a larger variety of deer. The variety of caribou in Angalpuk on the Great Glacier weigh upwards of 600 pounds and are about 6 feet (2 meters) from the ground to the tops of their heads when upright. They have arching antlers, thick coats, long snouts, and wide hooves. Their coat is brown or grey. Reindeer are crucial to the survival of the northern tribes of the Hordelands.


Reindeer

Large beast, unaligned


  • Armor Class 10
  • Hit Points 13 (2d10 + 2), 26 (4d10 + 4) if draft
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

  • Saving Throws Strength +5, Constitution +3 if draft
  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the reindeer moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.





Vehicles

Vehicles have the following additional properties:

  • Crew: The minimum number of creatures that are piloting the vehicle at all times.
  • Passengers: Additional number of creatures that can safely use the vehicle for transportation.
  • Cargo The total weight that the vehicle can carry safely, excluding the weight of the crew and the passengers but including their belongings. If the amount is exceeded, the vehicle suffers a -1 mile/hour to speed, all maneuvers checks are made at disadvantage, and the creatures (usually mounts) that pull the vehicle suffer an additional level of exhaustion at the end of a day of work. If the total weight exceeds double the Cargo limit, the vehicle suffers a -2 miles/hour to speed, and a failure on a maneuver check leads to the vehicle breaking or the cargo spilling (up to DM). Mounts that pull the vehicle suffer an additional level of exhaustion at the end of a travel leg (4 hours of work).
  • Damage Threshold Any damage that deals less than the Damage Threshold of the vehicle, deals no damage to it.

Dogsled. Dogsleds vary in size, from personal sleds used to travel between towns or in sled competitions, to boat-sized wagons meant to transport large amount of provisions. A dog sled can be pulled by any adult dogs, but unless half or more of the dogs are trained, the sled suffers disadvantage to all maneuver checks. For each row, at least one dog must be a leader or the sled is impossible to control. Dog sleds provide no protection from cold or extreme cold weather. Dog sleds ignore difficult and greater difficult terrain in snow and ice, and its passengers only suffer the Unstable condition (see pg. 11) while the snow sled moves in greater difficult terrain.


Wagons Wagons used in the arctic tundra are preferred because they offer closed interior that provides immunity to cold and extreme cold weather. Sleeper wagons are larger and half of its compartment is repurposed for sleeping bunks for its passengers. Mounts are usually draft horses, reindeer or thunderbeasts.

Vehicles
Land Vehicless Cost Speed Crew Passengers Cargo AC HP Damage
Threshold
Dogsled, 4-dog 40 gp 4 miles/hour 1 2 500 lbs. 12 50 5
Dogsled, 6-dog 50 gp 4 miles/hour 1 3 700 lbs. 12 50 5
Dogsled, two-row, 8-dog 70 gp 4 miles/hour 2 4 1000 lbs. 12 50 5
Dogsled, two-row, 10-dog 80 gp 4 miles/hour 2 6 1300 lbs. 12 50 5
Dogsled, Dwarven 40 gp 2 miles/hour 1 20 50 15
Traveller Wagon, two mounts 125 gp 5 miles/hour 1 3 500 lbs. 15 80 5
Sleeper Wagon, four mounts 250 gp 5 miles/hour 1 5 600 lbs. 15 100 8
Water Vehicless Cost Speed Crew Passengers Cargo AC HP Damage
Threshold
Canoe 50 gp 2 miles/hour 2 2 11 50
Fishing boat 350 gp 2 miles/hour 1 5 1,000 15 50 15

Travel


Wilderness travel through the howling reaches of the tundra is a dangerous activity that will not only take time but also exhaust your resource and require planning and cooperation to do safely. These rules simulate the resource management and perils of day to day traveling.

Players must appoint one dependable player with the role of Travel Manager, who will keep track of these rules, manage the use of resources and distribute tasks between players.

The Travel Day

During each travel day, the players must make choices.

Choose Destination and Speed. Players must choose a travel pace (fast, normal or slow) and whether they will force march despite exhaustion. The DM determines the distance crossed based on terrain and climate conditions and how close they are to their destination.

Decide Travel Activities. The players distribute Travel Activities among themselves. In each of the two travel legs of the daily routine, a player may take one activity of his choice. Some activities allow several players to work as a group.

Making Camp. After each two travel legs, the players must search the environment and find a proper location for setting up camp. Depending on the location, the camp may have different properties.

Decide Camp Activities. The players distribute Camp Activities among themselves. Each player can take one Camp Activity before having to rest for the night.

A typical day of travel consists of roughly 9 to 12 hours of activity, out of which there are 6-10 hours of actual travel. Each half of the travel day is called a travel leg. At specific times the party must rest, drink and eat.

Daily Travel Routine
Activity Time Cost
Wake up in the morning —— ——
Breakfast and breaking up camp —— 1/2 ration
First travel leg 3-5 hours 2 pints water
Midday break 1-2 hours 1/2 ration
Second travel leg 3-5 hours 2 pints water
Long Rest for the night 8 hours ——

Daylight by Season

During summer and winter in the arctic tundra, roughly 30 to 45 days there is permanent daylight or night.

Season Sunrise Sunset Time Traveling
Summer 2 am 10 pm 10 hours
Spring/Autumn 5 am 7 pm 8 hours
Winter 10 pm 2 am 6 hours

Travel Speed

The typical marching speed of a humanoid in 3 miles per hour, or a total of 24 miles during a 8-hour travel day.

If you ride mounts such as horses during summer or dog sleds during winter the travel speed increases to 5 miles per hour, or 40 miles daily total. The DM may change the speed based on the breed of the mount. If your mount is carrying or pulling cart or sled with more than half its maximum capacity, decrease the speed by hour by 1 mile.

Travel Pace

You may choose between fast, normal and slow pace. Your chosen pace of travel changes your speed and affects how easy it is to do things during your daily travel legs.

Fast Pace. Your travel speed increases by 1 mile per hour, or 2 miles if you ride a mount. You or your mount suffers one extra level of exhaustion at the end of each travel leg. You cannot use fast pace through difficult terrain or if terrain's Navigation DC is 15 or higher.

Slow Pace. Your travel speed decreases by 1 mile per hour. You benefit from advantage to Keep Watch, Navigate, Scout and Track activities.

Travel Activities

Your chosen pace of travel affects how easy it is to do things during your daily travel legs.

Favored Activities. Favored activities may be made with advantage when traveling at this pace.

Associated Activities. Associated activities are typical activities for the corresponding pace.

Hindered Activities. Hindered activities must be made with disadvantage when traveling at this pace.

Forbidden Activities. These activities cannot be taken when traveling at this pace.

Forced March

Players can safely travel for 8 hours in a day before risking exhaustion. For each additional hour of travel beyond that, each player or their mounts must make a Constitution saving throw at the end of every hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, the player or its mount suffers a level of exhaustion and may have to roll against Ignore DC to continue to march willingly.

If the party is moving at a slow pace, they gain a +5 bonus to the check, and a fast pace imposes a disadvantage to the check.

Terrain

Several activities during travel refer to the Navigation DC. This DC is dependent on the terrain you are traversing.

The harder the terrain, the slower your group will advance during your travel, up to a point where you must concentrate on actually moving, rather than paying attention to other activities. If difficult terrain slows your pace to 0 miles or less, you can still move but at ½ a mile per hour.

Terrain Difficulty DC Speed Modifier
Tundra, Lively 8 ——
Tundra, Snow-Covered 12 -1 mile/hour
Mountain, low or medium 13 -2 miles/hour
Forest, light or medium 13 -1 mile/hour
Forest, heavy 14 -2 miles/hour
Glacier, frozen lakes or rivers 16 -2 mile/hour
Mountain, high 18 -3 miles/hour

In addition the following terrain properties and climate modify your Navigation DC and travel speed. If the travel speed has two values, the second one is applied to fast pace.

Terrain Modifiers DC Speed Modifier
Any terrain, travel by trail -3 –/+1 mile/hour
Any terrain, travel by road -5 +1/+2 miles/hour
Heavy snowfall, lightly onscured +3 -1 mile/hour
Blizard, heavy obscured +5 -2 miles/hour

Travel Activities

For each travel leg, players may choose one of the following activities in accordance with your chosen travel pace. Each activity has an associated Skills or Lores you need to use to determine your success or failure during the travel leg. Activities are also marked with special icons described below.

Dangerous Activities

Several activities are noted as Dangerous. Performing one of these activities usually means having to separate from the group with a risk of being attacked or trapped without help.

Travel Speeds and Activities

----------------------------------------------------------------- Travel Activities -----------------------------------------------------------------

Pace Average Speed Favored Associated Hindered Forbidden
Fast 4 miles per hour;
16 miles per leg
32 miles per day
——— ——— Keep Watch,
Navigate, Scout, Track
Draw a Map, Hunt & Forage, Sneak
Normal 3 miles per hour;
12 miles per leg
24 miles per day
——— Keep Watch,
Navigate, Scout, Track
Draw a Map, Hunt & Forage, Sneak ———
Slow 2 miles per hour;
8 miles per leg
16 miles per day
Keep Watch,
Navigate, Scout, Track
Draw a Map, Hunt & Forage, Sneak ——— ———
Distracting Activities

Some activities are so demanding that you can't pay much attention to your surroundings. If you perform a Distracting activity, you suffer a -5 penalty to your Passive Wisdom (Perception) score for the whole travel leg.

Exhausting Activities

Some activities are much more tiresome that simple travel. If you perform more than one Exhausting activity during the same day, you suffer one level of Exhaustion and cannot perform any more Exhausting activities.

Focused activities

Most activities can be performed by any number of players. However, the Focused activities can only be performed by a maximum of 2 players, and you only use the higher of the two check results to determine their effect.

Draw a Map


Skill: proficient Intelligence (Survival) or Caligraphy and Mapmaking Craft


While your companions keep watch, hunt for food and guide the party, you focus on documenting your journey. Drawing a map won't help you on your journey forward, but might prove useful once you try to find your way back. Good maps are also a highly sought-after commodity.


Make a check against the Navigation DC.

  • If your guide succeeded on their Navigation check, you gain a +5 bonus to your check.
  • If they failed by less than 5, you suffer a -5 penalty.
  • If you got lost, your check automatically fails.
  • For each travel leg, note if you succeeded or failed your cartography check.

Once you have reached your destination, divide the number of successful cartography checks by the total number of legs travelled, and compare the result on the following table:

Success per Travel Leg Result
~ 0.75 Detailed Map
~ 0.5 Simple Map
~ 0.25 Crude Map
< 0.25 Wasted Effort

Hunt & Forage


Skill: proficient Wisdom (Survival) or Hunting Lore


During your travels, you keep an eye out for nearby sources of food such as hunting small game or finding editable roots and vegetation. Make a check and compare the result with the tundra season on the following table to determine the number of fresh rations (for 1 day) you manage to provide.

Hunt and Foraging on the go is not the same as Hunting. Hunting for big game that provides many more rations is its own set of rules explained at the end of this chapter.

----------------- Number of Rations ----------------

Abundance 1 2 3 4 5 6 7 8
Summer 12 13 14 16 18 20 25 30
Spring/Fall 13 15 17 20 25 30
Winter 15 18 21 25 30
Glacier 18 23 30

Keep Watch


Skill: Wisdom (Perception)


You keep your eyes peeled and your ears open for any sign of approaching danger, as well as signs of close by pursuers. The DM determines the Stealth result of any threat or the DC to notice other suspicious activity along your path and compares it to the result of all watching players.

Navigate


Skill: proficient Wisdom (Survival) or Navigation or Tundra Geography Lore


More often than not, a location of interest for a group of adventurers is not situated along a well trodden path, but hidden in the wilds behind obscure hints and directions.

If you wish to find your way through the wilds towards a specific location, you need to make a Navigation check at the Navigation DC of the terrain you want to pass through, or the DC set by the DM if the location is of unknown location. The Navigation DC is additionally modified by the information you possess to reach your destination:

Detail of information DC
Detailed map with exact travel hints -5
Simple map, as long as not very outdated -2
Crude Map or general directions (e.g. 40
miles north-west, near a small lake)
+2 or more
Obscure information (e.g. follow the
rising sun for 2 moons as the owl flies)
+5 or more

If your navigation check fails by less than 5, you roughly travel towards your target, but not in the most direct way. Your travel distance towards your destination is halved (rounded down) for this travel leg.

If your navigation check fails by 5 or more, you got lost and make no progress. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers.

Scout


Skill: proficient Intelligence (Investigation) in civil environment, proficient Intelligence (Nature) or Wisdom (Survival) in wild environment, or Scouting Lore.


If your travel information is rather vague, or you are simply curious to see what else there is to see, you can scout ahead of the group. Make a. If you are approaching stealthily, also make a Dexterity (Stealth) check but you travel at half your speed. The DM determines the DC for any noticeable things in the vicinity and whether you are noticed scouting.

You might find such things as creatures waiting in ambush, favorable paths, or hidden locations.

Sneak

Skill: proficient Dexterity (Stealth) or Disguise and Camoufaging Craft


Sometimes you need to move quietly for a while to avert the eyes and ears of nearby enemies or to cover your tracks and take detours to shake off possible pursuers. The DM sets the check DC or the Scouting result of any hostile creatures.

Every player who can perform the Sneak activity makes the check against the DC or Scouting result. On a success, the player earns one sneak point for the party. On a critical success or beating the DC by 5 points or more, the player earns two sneak points for the party.

To successfully sneak or lose your pursuers, the party must gather sneak points equal to half the number of players in the party (rounded up). On a successful sneak, the party can also try to cover its tracks by selecting one player who makes a Wisdom (Survival) check. The result is the Sneak DC against any attempt by pursuers to track you down.

Track


Skill: proficient Wisdom (Survival) or Scouting Lore


Sometimes you don't try to find a specific location, but follow or chase another creature or group. Instead of the Navigation activity, make a Wisdom (Survival) check against the terrain DC to find and follow the tracks of your quarry. If your quarry is trying to cover their tracks, use the higher of their Sneak result or the terrain DC.

If your check fails by less than 5, you are having trouble following your quarry. Your travel speed is halved (rounded down) for this travel leg.

If your check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your quarry.

If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers.


A different use for the Track activity is to read the tracks your group crosses during their travel, in order to glean what kind of creatures are roaming nearby. Make a Wisdom (Survival) check. The DM determines the DC for any possible tracks you might find and to which creatures they might belong.

Perils of Travel

Weather

There are two distinct arctic conditions that imperil the travel - cold and extreme cold weather.

Clothes and equipment that only provide resistance to a weather condition convert it to the milder version. For example, a furred coat provides resistance to extreme cold and will make extreme cold weather feel as cold weather but will not completely remove extreme cold effect. Equipment or magical effects that provide immunity to a weather condition protect completely from it and its milder version, if any.

Resistance to cold damage does not grant resistance to cold weather, but immunity to cold damage does make you immune to cold weather.

Cold

Whenever the temperature at at or below -10° Celsius, a creature exposed to the cold without resistance or immunity to cold damage finds it difficult to rest in one place. It cannot recover exhaustion during short rest. At the end of the long rest it only recovers hit points equal to half its maximum hit points rather than all its hit points, unless it benefits from comfortable camp location (such as a mountain lee or a cave).

A naked or wet creature that lacks resistance or immunity to cold weather is instead exposed to extreme cold effect until clothed or dried and warmed.

Extreme Cold

Whenever the temperature is at or below -30° Celsius, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion and must roll against Ignore DC to continue their physical activity. Te DM may increase the DC to 12 or higher if the extreme cold is caused by magical or supernatural means. Creatures naturally adapted to extreme cold weather or with resistance to cold damage roll with advantage. Creatures immune to cold damage automatically succeed on the saving throw.

Creatures without resistance or immunity to cold damage find it impossible to recover under extreme cold conditions and are lured into falling asleep. You cannot spend hit dice during short rest, and during long rest you must make a Constitution saving throw against DC 10 + 1 for each level of Exhaustion you have to avoid falling asleep. If you fail the roll, you start to slowly lose consciousness freezing to death. At the end of every hour, repeat the same Constitution saving throw. Failure on each repeated check causes you to take 2d6 cold damage, and your maximum hit points decreases with the same amount. If yout hit point maximum reaches 0, you freeze to death. If you succeed, you are awaken. You only need to make physical activity for an hour to recover your lost hit point maximum, but not your lost hit points.

Terrain

There are variety of terrain complications in the tundra, but this section will cover only the most common ones.

Thick Snow

Any snow-covered terrain with snow thickness over one foot is considered difficult terrain during combat encounters. If the snow thickness is over three feet, the terrain is greater difficult terrain (15 feet of movement is spent to move across 5 feet of terrain).

Slippery Ice

Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. A creature can ignore the difficult terrain property of ice, but then the DC is increased to 15 (or more, up to DM).

Thin Ice

Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.

Heavy Snowfall

Heavy snowfall imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on seeing. Anything past 20 feet is lightly obscured and as if behind half-cover, and anything past 40 feet is heavily obscured (but still noticeable as a faint silhouette) and as if behind three-quarters cover. Any tracks made during heavy snowfall benefit from DC 12 if older than 10 minutes, DC 15 if older than one hour, or DC 20 if older than 8 hours.

Strong Wind

A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in arctic tundra can create a snowstorm that imposes the same effect as Heavy Snowfall.

Frigid Water

A creature can be immersed in frigid water for a number of rounds equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water counts as one hour exposed in extreme cold weather. Even if the creature is removed from frigid water, it remains wet for 2d6 minutes unless administered proficient first aid help and new set of clothes which halves the time (or negates the extreme cold condition, up to DM). The creature keeps suffering by the extreme cold condition until it is fully dry.

High Altitude

Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (up to 8 hours per day, unless using forced march).

Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to the environment.

Hazards

No adventuring party is safe from hazards such as blizzards, hailstorms, avalanches and earthquakes. Pick the appropriate tier of your player group and the danger level of the hazard: setback, dangerous or deadly. Each hazard has a saving throw ( Dexterity or Constitution) that the players must make.

If they fail, they take damage appropriate for their level tier. If they succeed, they take half of that damage. If they critically fail, they suffer vulnerability to the full damage. If they critically succeed, they have resistance to the half damage.

Hazards Save DCs and Attack Bonuses
Hazard Danger Level Save DC
Setback 10-11
Dangerous 12-15
Deadly 16-20
Damage Severity by Level
Character Level Setback Dangerous Deadly
1st-4th 1d10 2d10 4d10
5th-10th 2d10 4d10 10d10
11th-16th 4d10 10d10 18d10
17th-20th 10d10 18d10 24d10
Avalanches and Rockfalls

Any Level of Hazard


Any character in the area where the hazard occurs must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage and is buried by the hazard, or half as much damage on a successful one and is not buried. The area is filled with snow, ice and rubble.

Any buried creature is considered suffocated, and it can dig through to free itself. To do so, the creature must succeed a number of Strength (Athletics) checks, as shown in the following table.

Hazard Level Number of Checks
Setback 2
Dangerous 3
Deadly 4

You can read more about suffocating rules in chapter 8 of the Player's Handbook.

Blizzard or Hailstorm

Setback Hazard (Blizzard), Dangerous Hazard (Hailstorm)


The area affected by a blizzard is considered difficult terrain, or if it is difficult terrain already it becomes greater difficult terrain (15 feet of movement is spent to move across 5 feet of terrain). It also becomes affected from the Strong Wind weather condition.

When a creature without proper shelter is in the area affected by the blizzard for one hour or more, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one. If a creature is wearing clothing that provide resistance to cold or extreme weather, it has advantage on the saving throw.

Hailstorm are similar to Blizzard but instead every hour, the check must be made every 30 minutes and clothing that provide resistance to cold or extreme weather, do not provide advantage against hailstorms.

Earthquakes

Any Level of Hazard


A powerful tremor shakes the area; each creature on the ground in that area must make a Dexterity saving throw or be knocked prone. If the creature is on ice, it cracks or shatters if thin. The hazard level is determined by the proximity to the epicentre or the intensity of the earth tremor:

  • Setback. Far from the epicentre or light earthquake.
  • Dangerous. Near the epicentre or moderate earthquake.
  • Deadly. Very close to the epicentre or severe earthquake.

Making Camp

Skill: proficient Intelligence (Nature) or Wisdom (Survival), or Hunting or Scouting Lore


When it's time to make camp for the night, the players need to start looking for a suitable camping location. Up to two players can spend up to an hour of time and make the check. If you had players Scout on the last leg, they can use their Intelligence (Investigation) check result instead their Making Camp check. Depending on the best result the campsite has one or more randomly selected properties.

Campsite properties Search Result
0 1–8
+1st Property 9–11
+2nd Property 12–15
Campsite properties Search Result
+3rd Property 16–20
Improve 1st 21–25
Improve 2nd 26+

The DM rolls a d6 on the table below to decide what campsite properties are found first, second and third.

d6 1st Property 2nd Property 3rd Property
1 Comfortable Defendable Hidden
2 Comfortable Hidden Defendable
3 Defendable Comfortable Hidden
4 Defendable Hidden Comfortable
5 Hidden Comfortable Defendable
6 Hidden Defendable Comfortable

If you are not content with the campsites you found, you must travel on for another hour (risking a forced march), in order to search again. Once night sets in, all Making Camp checks are made at disadvantage.

Comfortable

The campsite is reasonably protected against all but the harshest weather. You ignore the effect of cold weather, and extreme cold weather affects you as if it were cold weather. You ignore the effect of climate conditions such as strong wind, heavy snowfall, blizzard and hailstorm. Comofrtable camp allows to lit and maintain a campfire during long rest.

Defendable

The campsite has a natural barrier or is otherwise difficult to reach (e.g. inside the canopy of a large tree or up on a rock ledge). The party entering the camp for the first time and other approaching creatures need to succeed on a DC 15 Strength (Athletics) check to enter the camp.

This property can be improved on a Search Result of 20 and more, increasing the DC to enter the campsite to 20.

Hidden

The campsite is removed or obscured from prying eyes (e.g. a cave behind a waterfall or under the leaves of a huge willow tree). Approaching creatures need to succeed on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check to find your camp.

This property can be improved on a Search Result of 20 or more, increasing the DC to find the campsite to 20.

Camp Activities

Once a party sets down to rest, players can choose one or more of the following activities. Each activity takes roughly 1 hour, and each player can perform one of these activities during a short rest, or two activities during a typical long rest of 8 hours (6 hours of sleep and 2 hours of light activity).

You may always expend hit dice to regain lost hit points, but you can take a special camp activity to accelerate your recovery (Tend to the Wounded).

Camouflage Camp


Skill: Dexterity (Stealth)


You can gather and use natural materials like rocks or foliage to hide your campsite. A successful DC 15 Dexterity (Stealth) check adds the Hidden property to your campsite if it doesn't have it. The DM may increase the DC of the check due to terrain or climate complications.

Cook Hearty Meal


Skill: Cooking and Brewing Craft, Comfortable camp


A good night's rest is not guaranteed when camping in the wilds and a fine cooked meal can go a long way to remedy this fact. Make a DC 15 Wisdom (Cook's utensils) check.
You need one fresh ration of food for every person that will partake of the meal, as well as a reasonable amount of seasoning. If you provide at least 20% more fresh rations than necessary (rounded up), you gain advantage on this check. If you can only provide half the required amount of rations (but not less), you gain disadvantage.

If you succeed, each person partaking of your meal gains 3 temporary hit points per each point of their proficiency bonus (6 temp hp if proficiency +2, 9 temp hp if proficiency +3, and so on). The temporary hit points last for 24 hours. If you fail, the meal is edible, but not refreshing. If you rolled a total of 5 or lower, the whole meal is spoiled and its rations are wasted.

You can only benefit from one hearty meal per long rest.

Fortify Camp


Skill: Strength (Athletics)


You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and build ramparts. A successful DC 15 Strength (Athletics) check adds the Defendable property to your campsite if it doesn't already have it. The DM may increase the DC of the check due to terrain or climate complications.

Hunt & Forage


Skill: Wisdom (Survival)


Gather food and water or hunt local game. This is the same action as the Hunt & Forage travel activity. However, since you are not traveling at this point but you have very limited time before sunset, you may make the corresponding Wisdom (Survival) check with advantage but the number of rations found are decreased by 1. If you choose not to rest but hunt all night, you ignore the decrease in ration number.

Keep Watch


Skill: Wisdom (Perception) or Scouting Lore


A long rest requires at least 6 hours of sleep and 2 hours of light activity. Depending on the size of the traveling party, you are advised to take shifts keeping watch whilst the others try to gain some sleep. Make a Wisdom (Perception) check. If your result is 5 or lower, you can take 6 instead. Players who perform one of the other camp activities (i.e. not sleeping or keeping watch) do not benefit from a minimum of 8 on the roll.

The DM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compares it to all Wisdom (Perception) results. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised.

Set up Traps


Skill: Wisdom (Survival)


You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check, as well as the DC for any saving throw made to resist their effects is equal to the result of your Wisdom (Survival) check. These traps do 2d4 damage if triggered and enough noise for guards to hear them, or sleeping creatures to attempt Constitution saving throws to be alarmed and awakened.

Talk to The Group


Skill: proficient Charisma (Deception or Persuasion), a camp with Comfortable and one additional property


You gather your allies around the campfire and encourage them with your determination and leadership, sharing stories of the past or discussing the plan ahead. The DM sets a DC based on on the situation you and your allies find themselves in, and the stress level of your allies. If you succeed, at the end of the long rest each ally recovers one additional hit die.

If you beat the DC by 5 or more, you also grant each ally a determination die that is d4. Until the start of the next long rest, that die can be rolled and added to any skill check that would otherwise fail, making it potentially succeed.

DC Examples
15 Prepare yourselves for a challenge ahead.
20 Times a hard, and sacrifice are required.
25 All has failed, and a certain deaths awaits us all.

Tend to the Weary


Skill: proficient Wisdom (Medicine), a Comfortable camp


You go around camp, making sure that the wounds and condition of up to six creatures other than yourself have taken all precautions against extreme weather. For each ally, spend a use of healer's kit and make a check against DC 15.

At the end of the long rest, every tended creature that removed level of Exhaustion during its long rest and still has three or more levels of Exhaustion, removes an additional level of Exhaustion.

Optional Mounted Travel

The basic travel rules already cover travel by foot and mounts. However, these optional rules provide more variety and depth to travel by mounts and mounted vehicles.

The table below contains various mount animals native to the tundra, each with their standard cost, weight capacity and slightly modified travel leg distance. If you want to add mount variety to your game, use that travel leg distance as base rather than calculating mount speed per hour.

Pace Cost Travel Leg Distamce Capacity
Musk Ox 30 gp 16 miles 700 lb
Giant Boar 400 gp 17 miles 300 lb
Donkey 8 gp 17 miles 420 lb
Riding Horse 75 gp 20 miles 480 lb
War Horse 400 gp 22 miles 540 lb
Draft Horse 50 gp 18 miles 540 lb
Mammoth 700 gp 18 miles 1500 lb
Carriage 100 gp 16 miles 1500 lb
Cart, wagon 15 gp 18 miles 480 lb

Animals need feed (per day) or can find some themselves with a Wisdom (Survival) check at a DC based on the Hunt & Forage table for 1 Ration. Animals who hunger or thirst for longer than 2 days suffer one level of Exhaustion per day at the end of their long rest.

Feed Type Cost Weight
Herbivores (hay, barley) 5cp 10 lb.
Omnivore (disposed food) 10cp 5 lb.
Carnivore (by-products, entrails) 25cp 3 lb.

Mounts can pull five times their typical carrying capacity minus the weight of the vehicle. Mounts pulling carts or wearing armor may not travel more than two travel legs in a row without rest and suffer a disadvantage to the Forced March check. Travel groups that use wagons have access to the Drive Wagon travel activity, below.

Drive Vehicle


Skill: proficient Dexterity (Animal Handling) skill or Farming Lore, or Sled Vehicle Building or Sled Animal Breeding if the vehicle is a snow sled.


You stay at the front of the vehicle, maintaining a steady pace for the animals and avoiding road obstacles that slow down or damage the carriage. Make the check against Navigation DC. Increase the DC by 5 if you are traveling off-road, without a clear trail or road.

If your check succeeds by 5 or more, you may increase the travel pace by 1 mile per hour for the rest of the travel leg.

If your check fails by 10 or more or is a critical failure, the vehicle breaks. Repairing it is a Focused activity requiring a successful DC 15 Intelligence or Craft check related to repair or building that kind of vehicle and takes a full travel leg.

Blizzard Travel


Icewind Dale: Rime of the Frostmaiden, pg. 10-11


The blizzards that ravage Icewind Dale and harry travelers on the mountain pass are reflections of Auril’s self- imposed isolation. A blizzard in Icewind Dale typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until the blizzard ends.

The blizzard’s howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A flying creature in the wind must land at the end of its next turn or fall.

Visibility in the blizzard is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing snow.

Any creature that is concentrating on a spell during combat in the blizzard must, at the end of its turn, succeed on a DC 10 Constitution saving throw or lose its concentration on the spell unless the creature is sheltered against the elements (for example, in an igloo).

Blizzards on the Open Tundra

On the open tundra, it’s easy to veer off course while traveling through a blizzard, and it’s also easy for party members to become separated from one another, which is why the wisest course of action is to stay put and wait for the blizzard to pass.

If the characters travel during a blizzard, have the players designate one party member as the navigator. At the start of the blizzard, the DM makes a DC 15 Wisdom (Survival) check on behalf of the navigator. On a successful check, the party stays on course. On a failed check, the party wanders off course, putting its members no closer to their destination than they were when the blizzard started.

If the check fails by 5 or more and the party members aren’t tied together, one randomly determined party member becomes lost in the blizzard and separated from the others at a time of the DM’s choosing. When the blizzard passes, have the characters (including the missing one) make a DC 15 Wisdom (Survival) group check at the end of each hour. If this group check succeeds, the missing party member is found, but no progress is made reaching the group’s intended destination. The group check can be repeated after each hour spent searching for the missing party member.

Hunting


Hunting is the practice of seeking, pursuing, and capturing or killing wild animals. Hunting wildlife or feral animals is most commonly done for the gathering of raw materials and meat in order to sustain oneself or for trade.

The process of Hunting consists of three stages.

  • Locate. Use your Intelligence (Nature) or Wisdom (Survival) skill to locate animals in your surrounding
    area. On success, will locate one or several hunting opportunities.
  • Track. Use your Wisdom (Survival or Perception) skill to follow the tracks of animals to approach them. On success, you will approach the animal in hunting range.
  • Kill. Use your Stealth to approach and an attack roll (usually ranged) to kill the animal. On success, you take down the animal and your hunt is successful.

Anyone can attempt to hunt, however if the DC to locate, track or approach the animal is 17 or higher should only be possible to do by those proficient in the appropriate skill or weapon used to kill the animal.

Locating Prey

Any number of creatures can work together to locate hunting opportunities. All creatures spend one hour scouting and each makes a Intelligence (Nature) or Wisdom (Survival) check. Any creature that has applicable Lore such as Hunting, Geography or Beasts related to the region has advantage to its roll.

The highest result among all checks is compared on the table below to locate one or several hunting opportunities nearby, depending on the season and the terrain.

Abundance 1 2 3 4 5 6 7 8
Summer 12 13 14 16 18 20 25 30
Spring/Fall 13 15 17 20 25 30
Winter 15 18 21 25 30
Glacier 18 23 30

For each hunting opportunity, the DM roll d20 secretly and determines the time needed to tracks and the outcome.

d20 You Find Time Required
01-02 False tracks or encounter 1 hour
03 Tiny Game 1 hour
04-05 Tiny Stealthy Game 1 hour
06-08 Small Game 1 hour
09-11 Small Stealthy Game 2 hour
09-13 Medium Game 1 hour
14-15 Medium Stealthy Game 2 hour
16-17 Large Game 2 hour
18 Large Stealthy Game 3 hour
19-20 Huge Game 3 hour

Tracking Prey

Any number of creatures can track a hunting opportunity. If the Locate checks found more than one opportunity, players can spread into multiple hunting parties increasing their chance of success by the end of the hunt.

During tracking, all members of a hunting party make multiple Intelligence (Investigation) or Wisdom (Survival or Perception) checks against the prey's Passive Stealth. If any member has Hunting or Scouting Lore, they get advantage to their check. If at least one member beats the Passive Stealth, the hnting party has a success.

If the animal has a Stealthy behavior, double its proficiency modifier to its Passive Stealth if it is proficient, or add its proficiency bonus to Passive Stealth if it isn't. Creatures native to the terrain that have natural camouflage have their Passive Stealth increased by 5. Some terrains are difficult to track through and have a Minimum value which is used instead of Passive Stealth for the check, in cases where the animal's Passive Stealth will be lower.

Depending on the terrain and weather conditions, the hunting party must succeed at a number of tracking rounds scoring a success following the tracks before they accumulate two failures where not even one member of the hunting party can beat the Passive Stealth of the creature.

Terrain Difficulty Successes Minimum
Tundra, Lively 2
Tundra, Snow-Covered 3 12
Mountain, low or medium 3 12
Forest, light or medium 3 15
Forest, heavy 4 17
Glacier, frozen lakes or rivers 4 12
Mountain, high 4 17
...after snowfall +1 +2
..after blizzard +2 +5

Kill Prey

Once you have your quarry spotted, it is time to land the killing blow or attemp to wound the animal and capture it. Usually, all it takes is one well-aimed ranged attack roll against the Kill DC based on the animal size to land the killing blow. If you have Hunting Lore, you can double your proficiency with the attack roll. If the animal is Stealthy, you have disadvantage to that attack. You may attempt to attack a creature in a nonlethal way meant to weaken or slow it, so it can be captured. If you choose to do so, your attack roll must be against the Capture DC rather than the Kill DC.

You can attempt one or two consecutive Dexterity (Stealth) checks against the creature's Passive Perception. If the creature has advantage to Perception checks, it's Passive Perception is icreased by 3. If you succeed once, you ignore the disadvantage imposed by the creature's Stealthy behavior. If the creature is not Stealthy, you gain advantage to your ranged attack to Kill or Capture it.

If you decide to attempt another Dexterity (Stealth) check and you also succeed, you gain advantage to a ranged attack roll, or you can attempt a melee attack roll or a grapple check, such as to mount it. If any of the Stealth checks fail, the animal detects your presence and may choose to escape.

If you fail your Stealth check by 5 or more, the creature is bold enough to attempt to attack or trample you, dealing damage listed in the table below. If the creature is also a monstrous creature, the creature may initiate combat rather than escape.

Size Kill DC Capture DC Damage
Tiny DC 12 DC 15
Small DC 14 DC 17
Medium DC 16 DC 19 2d4
Large DC 18 DC 21 2d8
Huge DC 20 DC 23 3d12

Harvesting and Preparing

After killing an animal, its meat, hide and exotic organs may be harvested. Separate supplements will be used by the DM to decide what can be harvested from the carcass. If a check is required, Beasts Lore or Medicine and Surgery Craft give advantage to the roll.

Before your meat can be eaten or sold it must be properly prepared. You need two lbs of meat in order to prepare a ration. When harvesting an animal, refer to the following list to determine how much meat is obtainable and long it will take to properly prepare it. You can prepare multiple rations during this time.

Raw meat that is not cooked within 24 hours begins to spoil. In cold weather the period to spoil is increased to 48 hours, and in extreme cold weather it is 72 hours.

Size Lbs of Meat Time Required
Tiny 1d4 1 hour
Small 2d6 2 hours
Medium 4d12 4 hours
Large 6d20 8 hours
Huge 10d20 16 hours
Starvation

A creature can survive a number of days without food equal to 3 + Constitution (minimum of 4) modifier without ill effects other than the discomfort starvation. During this period of growing hunger, you no longer can recover exhaustion during short rests, and long rests recover only half your maximum hit points instead of all your hit points.

Once the period of hunger expires, you start to starve. You gain the first level of exhaustion if you don't have it and you can no longer remove that first level. At the start of a long rest, make a DC 12 Constitution saving throw. Each additional day you continue without food, increase the DC by 2. If you succeed, you make another tortuous day without food. If you fail, your long rest recovers no hit points or hit dice, and the highest attribute score between your Strength and Constitution scores by 1d4. If either your Strength score or Constitution score becomes 0, you die of starvation.

Attributes scores lost via starvation recover slowly. For each day of full recovery and access to enough food and water, you attempt a DC 12 Constitution saving throw. If you succeed, you can increase either your Strength or Constitution score by 1d4, up to its original value before the effects of starvation.

DM's Corner


The rules in this section are for the DM only. They are no secret for the players and can grant insight behind DM's decision process and encounter design.

Difficulty Classes

The following tables expand on the Ability and Skill Check DC found on pg. 174 in Player's Handbook, and introduces proficiency requirements to checks above Medium difficulty in order to avoid relying on lucky roll instead of skill.

DC Task Difficulty
< 10 Elementary. If you are proficient in the skill or have Lore associated with the check, you succeed without a check.
10 Simple task. You don't need proficiency to attempt to make this check. If you have Lore associated with the check, you succeed without a check.
12 Involved simple task. You don't need proficiency to attempt to make this check.
15 Normal skilled task. The DM may rule you must have proficiency to attempt this check.
17 Challenging skilled task. You must have proficiency in the skill or related Lore to attempt this check.
20 Hard skilled task. You must have proficiency in the skill or related Lore to attempt this check.
25 Very hard skilled task. You must have proficiency in the skill or related Lore to attempt this check.

The DC by Tiers of Play allows the DM to set values by intended difficulty and the tier of play the check is meant to be attempted with equal chance for success. The DM may choose to require or not proficiency for the whole process,
or only for DC values of 15 or higher.

For example, the rules to identify a magic item with a proficient Arcana check use the Challenging difficulty progression matched with the tier of play magical items of specific rarity are meant to be introduced to the game. As the process is highly dependent on an esoteric skill all checks require proficiency, not only checks with DC 15 or higher.

Tier of Play Simple Moderate Challenging Extreme
Lv. 1-4 10 12 15 18+
Lv. 5-10 12 15 17 20+
Lv. 11-16 13 17 19 23+
Lv. 17-20 14 19 21 25+
Partial Success

Missing a Challenging or harder skill check by 1 or 2 may still count as a partial success but with a complication. If the DM grants partial success, the check must be followed by another that must resolve the complication. The DC to resolve the complication has to be the same or higher, and either or both the skill or the attribute should be different from the initial check.

Boss Encounters

Too often, the whole party will face a solitary hostile creature of any challenge rating, or a group of creatures led by a single more powerful creature. If this encounter must present an increased challenge to the players (so called Boss encounter), the creature will be modified with a Boss template and gain the following additional properties:

  • Boss creatures gain additional hit points equal to its Challenge Rating multiplied by 5. Challenge rating below 1 is considered to be 1 for this calculation.
  • Boss creatures add their proficiency modifier to their Initiative rolls as long as they are not surprised.
  • Boss creatures have a number of Boss actions. These are legendary actions, renamed to avoid the high tier of play definition, and are used in the same way. Solitary boss creatures usually have between two and three Boss actions, while boss creatures commanding a group of minions usually have between one and two Boss actions.

The list of legendary actions is unique to each creature. However, several standard types of legendary actions can be found frequently on Boss creatures:

  • Make one attack against the last hostile creature that acted before the legendary action.
  • Move up to its speed.
  • Command an allied non-Boss creature to move up to its speed and attack once.
  • Use an ability that allows for a saving throw from its targets. The DC is usually decreased by 2 compared to creature's normal DC.
  • Roll 1d6 to recharge one ability that requires a recharge.

Boss creatures of higher tiers of play may also have Boss Reactions. These follow the same rules as Legendary Reactions and have a number of uses per day, usually between one and three. Below are several standard examples of Boss reactions:

  • Until the start of the next turn, can make one opportunity attack without spending a reaction.
  • Incredible Resistance: if the creature rolls 1 or 2 on a saving throw, it may reroll the saving throw and take the new result.
  • Indomitable Resistance: if the creature fails a saving throw, it may reroll the saving throw and take the new result, even if it is lower.
  • Invulnerable Resistance: if the creature fails a saving throw, it can choose to succeed instead.

Creatures with a Boss template do not change their CR rating even if they become more difficult to defeat as the template is necessary to balance the encounter against a group of players, especially if the party contains more than the suggested number of players. However, if the encounter presents its expected difficulty, the XP gained for defeating a Boss creature is increased by 30%.

Creature Health

On average, creatures in Medium and harder encounters have 75% (rounded up) of their max health points. Boss creatures have 100% of their max health points.

Experience Gain

At the end of each session every player receives an equal share of all experience points gained by the party.

The party gains experience points by:

  • Participation. Showing up at the session earns each player a tiny amount of experience. This allows the party to progress even duing sessions where they just do roleplay and develop their characters with no challenges or combat.
  • Combat Encounters. The time-proven method of accumulating experience in heroic fantasy. Defeating hostile creatures in encounters at Medium and higher difficulty rewards with experience points based on their Challenge Rating. Killing helpless bystanders or causing combat encounters at Easy difficuty will not reward with any experience points.
  • Creative Solutions. Smart planning, snap decisions and creative roleplaying will allow players to avoid old-fashioned combat, or greatly improve their odds in Hard or higher difficulty combat. In such situations the players will be rewarded with extra XP based on their level, not based on the Challenge Rating of the enemy. While these rewards are smaller than defeating combat encounter of Hard or higher difficulty, such approach avoids wasting resources and lowers the risk of defeat for the party. Assistance from numerous or powerful allies and overwhelming the opponent to a point where a potential conflict would be of Easy difficulty or less, does not count as creative solution and reward as such.
  • Closing a Campaign Arc Progressing the campaign plot will not earn the party small rewards but one large lump of reward at the end of a campaign arc. A campaign arc is defined by the DM as a significant plot development over long period of sessions (at least 6 to 10 sessions long). In a published adventure, a one or several connected chapters would make a campaign arc. Campaign Arc rewards are available to players of level 3 and higher.

Combat XP Modifiers

In Dungeons and Dragon 5th Edition the number of actions available on each side of a conflict (also known as action economy) decides the winner before the combat has even drawn to a close. This is why when swarmed by enemies in a combat encounter, players should be awarded additional experience for surviving against overwhelming odds.

  • Less than one hostile creature per two players. The players gang and overwhelm the enemy with ease. In order for the combat encounter to retain Medium difficulty or higher to reward experience points, the hostile creature will often have Boss or Legendary actions.
  • Less than one hostile creature per player. When overwhelming a more powerful enemy, players have an edge but still must struggle to defeat it. Players gain the normal amount of experience points at the end of the combat encounter.
  • One or more hostile creatures per player. When matched in number or barely outnumbered, combats tend to get harder than usual and tactics are more unpredictable. Players gain 20% more experience points at the end of the combat encounter.
  • One and a half, or more hostile creatures per player. When vastly outnumbered by enemies, the players gain 50% more experience points. Note that the combat still needs to be of Medium or harder difficulty to award any experience.
Level Participation Creative
Solution
/ Puzzle
Campaign
Arc
1st 25 40
2nd 50 75
3rd 75 115 500
4th 125 190 650
5th 250 375 1,450
6th 300 450 1,800
7th 350 550 2,200
8th 450 675 2,750
9th 550 825 3,100
10th 600 900 3,650
11th 800 1,200 4,700
12th 1,000 1,500 5,850
13th 1,100 1,650 6,650
14th 1,250 1,875 7,400
15th 1,400 2,100 8,300
16th 1,600 2,400 9,350
17th 2,000 2,950 11,450
18th 2,100 3,150 12,250
19th 2,400 3,650 14,150
20th 2,800 4,250 16,500

Level Up

While your character is 1st level, when you reach 2nd level you immediately gain that level. After the 1st level, you gain that level only after you complete a long rest.

Adventuring Day

In typical fantasy campaigns without dungeon delving, each adventuring day presents few combat encounters at most. These encounters need to be either Hard or Deadly difficulty in order to provide enough challenge, but each such combat needs to be followed by opportunity for short rest. If rest is not available, additional combat encounters until rest should be either Easy or Medium.

Typical adventuring day with two short rests and one long rest should consist of:

  • 1-2 Deadly encounters;
  • 1 Deadly, and either 1 Hard or 2 Medium encounters;
  • 1-2 Hard, and up to 2-4 Medium encounters;
  • 6-8 Medium encounters

Minions

Minions are creatures too weak to be of any challenge to the party, and usually provide protection or support to a solitary Boss creature for at least two rounds. As long as their number and placement allows the players to eliminate them, reduce them to a non-threat or shut down their effect within two turns, they do not count against the CR encounter balance. Usually, up to two minions per player character is the acceptable amount that the players can deal with. The table below gives guidelines for creatures that may classify as minions.

Tier Minion Maximum HP
Tier 1 nothing is a minion
Tier 2 28hp or less can be a minion
Tier 3 45hp or less can be a minion
Tier 4 100hp or less can be a minion

Magic Item Levels

Dungeons and Dragons 5th Edition is balanced without a requirement for the party to own and use magical items. Campaigns where players accumulate passive magical items usually become easier for the players and harder for the DM to balance challenging encounters. To account for passive magic effects, the rules below allow the DM to increase the effective level of a player character using such items for the purpose of encounter CR balance.

Check the tables below. Sum all effective level increases that apply to a character, but the maximum increase of the effective level should not exceed 3. Only increase levels if the items would be effective in the upcoming encounter.

Item that deal damage
Effect Effective Level Increase
+1d per turn (not attack) +1 level
+1d per attack and player level is 5+ and has Multiattack +2 levels
+1 weapon and player level is 5+ and has Multiattack +1 level
+2 weapon and player level is 11+ and has Multiattack +2 levels
+3 weapon and player level is 17+ and has Multiattack +3 levels
Item that protect or heal
Effect Effective Level Increase
grants or heals 15 hp +1 level
+1 AC +1 level if AC over 18
resistance to damage type +1 level if type is useful
Item that cast spells
Effect Increase
Casts multiple per day, spell level at least one level below highest the player can cast +1 level
Casts once per day, spell level highest the player can cast +1 level
Casts multiple per day, spell level highest the player can cast +2 level
Casts once per day, spell level above player's casting capabilities +3 level

Long Live

the Queen of

Cold and Frost.

Icewind Dale has become trapped in a perpetual winter. Ferocious blizzards make the mountain pass through the Spine of the World exceedingly treacherous, and this land has not felt the warmth of the sun in over two years.

In fact, the sun no longer appears above the mountains, not even in what should be the height of summer. In this frozen tundra, darkness and bitter cold reign as king and queen.

Most dale residents blame Auril the Frostmaiden, the god of winter's wrath. The shimmering aurora that weaves across the sky each night is said to be her doing--a potent spell that keeps the sun at bay.

This campaign is maintained by Apostol Apostolov for personal use with his group. Feedback and suggestions are greatly appreciated.