Class backup

by Kormael

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Classes

Artificer

Alchemist

Elixir Crafting

3rd-level Alchemist feature (replaces Experimental Elixir)

Whenever you finish a long rest, you can magicn ally produce an elixir in an empty flask you touch. Choose an elixir to make from the Elixer Crafting table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to a willing or incapacitated creature. This elixir is considered to be crafted with a first level spell slot.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Elixir Crafting table.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Each elixir requires its own flask.

When you use a spell slot to craft an elixir, its potency is increased and its effect is shown in the Elixir Crafting table.

Elixer Crafting
Spell Slot Healing Swiftness Resilience Boldness Flight Transformation
1st The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. Walking speed increases by 10 feet for 1 hour. +1 bonus to AC for 10 minutes Add a d4 to every attack roll and saving throw for 1 minute. Flying speed of 10 feet for 10 minutes. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
2nd 4d4 +int 15 ft. 1 hour 10 minutes 20 ft. 1 hour
3rd 6d4 +int 20 ft. 2 hours 1 hour 30 ft. 4 hours
4th 8d4 + int 25 ft. 4 hours 4 hours 40 ft. 8 hours
5th 10d4 + int 30 ft. 8 hours 8 hours 50 ft. 24 hours

Homunculus Servant

3rd-level Alchemist Feature

Your experiments have led to the creation of a homunculus servant. You gain the Homunculus Servant Infusion and when you use this infusion it does not require a gem worth 100 gp. Additionally, the maximum number of items you can infuse at once increases by 1, but that extra infusion must be used on your homunculus servant.

Elemental Savant

5th-level Alchemist feature (Replaces Alchemical Savant)

You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, cold, fire, lightning, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Barbarian

Tasha's Features

  • Primal Knowledge

Bard

Tasha Features

  • Additional Bard Spells
  • Bardic Versatility

Artistic Spellcasting

1st-level Bard Feature

You may use a tool used in your artistic expression as a spellcasting focus for your bard spells.

Magical Inspiration

Optional 2nd-level Bard feature (replaces Song of Rest)

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target effected by the spell. Add the number rolled as a bonus to the hit points gained or the damage dealt. The Bardic Inspiration die is then lost.

College of Swords

Extra Attack

6th-level College of Swords feature (replaces Extra Attack)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

College of Valor

Extra Attack

6th-level College of Valor feature (replaces Extra Attack)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Cleric

Tasha Features

  • Additional Cleric Spells (Except the Aura spells)
  • Harness Divine Power
  • Cantrip Versatility
  • Blessed Strikes

Death Domain

Death Domain Spells

1st-level Death Domain Feature

Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, negative energy flood

Reaper

1st-level Death Domain Feature

The cleric learns one necromancy cantrip of your choice from any spell list. The chosen spell counts as a cleric spell for you. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 10 feet of each other.

Channel Divinity: Touch of Death

2nd-level Death Domain Feature

The cleric can use Channel Divinity to destroy another creature’s life force by touch.

When the cleric hits a creature with an attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Mastery of Death

6th-level Death Domain Feature

The cleric’s ability to channel negative energy becomes more potent. Necrotic damage you deal ignores resistance.

Whenever you create an undead using a necromancy spell it gains the following benefit. If the undead is brought to 0 hit points by any damage that is not fire, radiant or the result of a critical hit, it will reanimate with 1 hit point after one hour.

Divine Strike

8th-level Death Domain Feature

You gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Improved Reaper

17th-level Death Domain Feature

When the cleric casts a necromancy spell that targets only one creature, the spell can instead target two creatures within range and within 10 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.

Twilight Domain

Twilight Domain Spells

1st-level Twilight Domain Feature

Cleric Level Spells
1st faerie fire, sleep
3rd darkness, moonbeam
5th fear, nondetection
7th greater invisibility, private sanctum
9th dream, mislead

Bonus Proficiency

1st level Twilight Domain Feature

You gain proficiency with martial weapons and heavy armor.

Eyes of Night

1st-level Twilight Domain Feature

You can see through the deepest gloom. You have darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Channel Divinity: Twilight Sanctuary

2nd-level Twilight Domain Feature

You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can use your reaction to grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your half your cleric level (rounded down) these temporary hit points last 1 minute.
  • You end one effect on it causing it to be charmed or frightened.

Twilight Visions

6th-level Twilight Domain Feature

Your ability to safeguard those in the dark have expanded. As an action you may create an invisible immobile sensor at a location in dim light or darkness within 300 feet of you. This sensor lasts for 10 minutes or until you end it as a bonus action. While the sensor is active you can see and hear through it. The sensor remains in place for 10 minutes or until you end it as a bonus action, and it can't be attacked or otherwise interacted with.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Once you use this feature, you can't use it again until you finish a long rest or until you expend a spell slot of third level or higher to use it again.

Divine Strike

8th-level Twilight Domain Feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Twilight Shroud

18th-level Twilight Domain Feature

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

Druid

Tasha Features

  • Additional Druid Spells (Except for Aura of Vitality)
  • Wild Companion
  • Cantrip Versatility

Metal

Druids can use metal armor and shields.

Wildshape

2nd-level Druid Feature

Your connection with nature allows you to magically assume a special druidic form as an action. These forms are no mere beasts of the wild; they are mystical manifestations of your primal connection to nature. You can assume either a Scout Form, a small critter ideal for exploration and espionage — or a Combat Form, a hearty beast fit for battle. You can use this feature twice, regaining all expended uses of this feature when you finish a short or long rest. You may only assume a Combat Form once per short rest.

You can stay in a druidic form for a number of hours equal to half your druid level (rounded down).

You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hitpoints or die.

Statistics. You adopt the following aspects and statistics of your druidic form while in it:

  • Your Strength, Dexterity, and Constitution scores are replaced by your form’s.
  • You assume the form’s hitpoints as listed in its statblock.
  • You can’t speak or cast spells.
  • Your ability take to any action that requires hands is limited by your form’s anatomy.
  • Your equipment magically merges into your new form and has no effect (unless your DM says you can wield or wear it instead).

You keep the following aspects and statistics of your normal form even while in druidic form:

  • Your alignment, personality, Intelligence, Wisdom, and Charisma scores remain the same.
  • You retain all proficiencies and can understand all the languages you normally know.
  • You can maintain concentration on spells, and take actions as part of a spell.
  • You retain the benefit of any features from your race, class or other sources and can use them if the new form is physically capable of doing so.

Overflow Damage. When you revert to your normal form, you return to the number of hitpoints you had before you transformed. However, if you revert as a result of dropping to 0 hitpoints, any excess damage carries over to your normal form.

If your druidic form is instantly killed or reduced to 0 hitpoints by an effect that normally kills you outright when it does so, such as the disintegrate or power word kill spells, you instead revert to your normal form, and are not killed.

Appearance. When you shift into a form, you can determine its appearance, but it always l ooks slightly different than a natural version. The forms of many druids take on aspects of their personal appearance, but you can customize it as you desire, within reasonable limitations of the form’s anatomy. For example, your lion form may have golden feathers and an ethereal tail, but it (normally) wouldn’t have wings or humanoid hands. These customizations are entirely cosmetic and do not change your form’s statistics.

A creature that is suspicious of your form can make a contested Intelligence (Nature) check against your Intelligence (Nature) check to determine that you are in fact a shapeshifted druid rather than a naturally curious animal. A fellow druid automatically succeeds on this check (and so do you, if you are making it against another druid in their form).

Scout Form

Scout Forms — like Cats, Hawks, Cuttlefish, Spiders, Owls, and Foxes — are critters that can readily maneuver around terrain, scout areas easily, and spy on potential enemies while hiding in plain sight. Scout Forms are unsuited for combat, lacking effective attacks and able to be swatted out of the air by even mundane predators. When you transform into your Scout Form, you adopt the statblock below, choosing Ground. Each option grants additional traits to your scout form that adapt it to a different environment. You also choose between Tiny and Small for your form’s size.

Starting when you reach 4th level in this class you may pick Water as your scout form. When you reach 8th level in this class, you can also choose Sky as your scout form.

Each time you transform into a given scout form, you can choose the specific type of animal that you become — such as a Cat or a Dog for Ground, a Bat or an Owl for Sky, an Otter or a Turtle for Water. What specific animal form you adopt doesn’t change the statistics of your Scout Form.


Druidic Scout Form

Tiny or Small beast


  • Armor Class 10
  • Hit Points 1
  • Speed 40 ft., climbing 40 ft. (Ground only), flying 40 ft. (Sky Only), swimming 40 ft. (Water only)
  • Senses Darkvision 60 ft.

STR DEX CON INT WIS CHA
10 (0) Your Wisdom Score 10 (0) - - -

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Keen Sight (Sky Only). You have advantage on Wisdom (Perception) checks that rely on sight.

Blend In (Ground Only). You have advantage on Dexterity (Stealth) checks to hide from creatures.

Amphibious (Water Only). You can breathe air and water.

Combat Form

Combat Forms — such as Bears, Elephants, Panthers, Giant Owls, or Wolves — are formidable beasts useful for tearing into foes and weathering their attacks. Combat Forms might have special movement modes and senses, but their primary purpose is to do battle. When you transform into your Combat Form, you adopt the statblock below, and you choose a Form Aspect. The Aspect determines the general anatomy of your combat form, and you gain the listed traits of the aspect while in the form. You also choose between Medium and Large for your form’s size.


Druidic Combat Form

Medium or Large beast


  • Armor Class 9 + your Wisdom modifier
  • Hit Points 10 + 4 x your Druid Level
  • Speed 40 ft.
  • Senses Darkvision 60 ft.

STR DEX CON INT WIS CHA
your Wisdom modifier your Wisdom modifier your Wisdom modifier - - -

Actions

Beast Attack. melee weapon attack: your Proficiency bonus + your Wisdom modifier to hit, hit, 5ft. reach, one target. Hit: 1d4 + your Wisdom modifier bludgeoning, piercing, or slashing damage (your choice).

The damage dice of this attack increases based on your Druid level, to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Form Aspects

When you assume a combat form you also choose the anatomy and extra traits of your new form, called an aspect. Each aspect encompasses a wide variety of specific animals, such as the Wolf aspect also including jackals and hyenas. If you prefer a specific aesthetic but want the traits of another aspect, feel free to reflavor your form’s anatomy as seems reasonable to you and your DM. For instance, you could adopt the Elk aspect, but take on the anatomy of a blazing-fast cheetah.

Bear

(also Giant Badger, Wolverine)

Climber. You gain a climbing speed of 40 feet.

Bulky. When you assume this form, you gain temporary hitpoints equal to 2 x your Druid level, which last as long as you maintain this aspect.

Elk

(also Horse, Elephant, Rhinoceros, Boar, Triceratops)

Swift. Your walking speed increases to 60 feet.

Charge. Once per turn, if you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or take extra damage equal to 1d4 + your Proficiency bonus and be knocked prone.

Giant Eagle (Must be 8th level Druid or higher)

(also Giant Owl, Giant Moth, Pteranodon)

Airborne. You gain a flying speed of 40 feet. Your walking speed is reduced to 10 feet.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Giant Octopus (Must be 4th level Druid or higher)

(also Constrictor Snake, Crocodile, Giant Crab)

Amphibious. You can breathe air and water. You also gain a swimming speed of 30 feet. Your walking speed is reduced to 15 feet.

Grappler. When you hit a creature with your beast attack, it must make a Strength saving throw against your spell save DC. On a failed save, you grapple the target, and it is restrained while it is grappled (escape DC equals your Druid spell save DC).

While you have a creature grappled, you can’t attack another target.

Giant Spider

(also Scorpion, Venomous Snake, Giant Lizard)

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Poisonous Bite. Once per turn when you hit a creature with your beast attack, it must make a Constitution saving throw against your spell save DC. On a failed save, it takes poison damage equal to twice your Proficiency bonus and is poisoned until the end of its next turn.

Panther

(also Lion, Tiger, Jaguar, Allosaurus)

Stealthy Ambusher. You have advantage on Dexterity (Stealth) checks to hide from creatures. With a 10-foot running start, you can long jump up to 25 feet.

Pounce. Once per turn, if you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target falls prone, you can also immediately grapple it.

Shark (Must be 4th level Druid or higher)

(also Killer Whale, Sea Turtle, Plesiosaurus)

Aquatic. You can breathe air and water. You also gain a swimming speed of 40 feet. Your walking speed is reduced to 0.

Electrosensitive. You have advantage on Wisdom (Perception) checks while underwater

Blood Frenzy. You have advantage on melee attack rolls against any creature that doesn’t have all its hitpoints.

Wolf

(also Big Dog, Hyena, Coyote, Jackal, Velociraptor)

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Gnash. When you hit a creature up to one size larger than you with your beast attack, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Variant: Specific Aspects

Want to turn into a creature that doesn’t neatly fall into an existing aspect, and gain specific traits from it? It’s easy enough, with approval from your DM, to take two traits from any beast statblock and stick them onto your Scout or Combat Form (instead of the normal extra features they’d get). For example, you could take a Badger’s 5 ft. burrow speed and use it on your Scout Form, or use a Giant Toad’s Standing Leap and Swallow attack on your Combat Form. Just stick to beasts with a CR less than 1/3rd your druid level, and take only two traits from it.

Primal Strikes

6th-level Druid Feature

Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Multiattack

11th-level Druid Feature

You can make two beast attacks, instead of one, when you take the Attack action while in your Combat Form.

Massive Forms

18th-level Druid Feature (Replaces Beast Spells)

At 18th level, you are capable of assuming a Huge or Gargantuan size when entering your Combat Form. If you do so, your beast attack’s damage increases to 2d10.

Master of Nature

20th-level Druid Feature (replaces Archdruid)

When you roll initiative, you regain all expended uses of your Wild Shape.

Additionally, you can cast your druid spells while in Your druidic form, ignoring verbal, somatic, and non- costly material components.

Circle of Spores

Circle Spell

2nd-level Circle of Spores Feature

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.

Cirle of Spores Spells
Druid Level Spells
2rd chill touch
3rd blindness/deafness, gentle repose
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Halo of Spores

2nd-level Circle of Spores Feature

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 for half damage. The necrotic damage increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level.


Symbiotic Entity

2nd-level Circle of Spores Feature

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:

  • Your Halo of Spores deals an extra 1d6 necrotic Damage
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you fall unconscious, or until you use your Wild Shape again.


Fungal Infestation

6th-level Circle of Spores Feature

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 acts at the beginning or end of your turn. It obeys your mental commands and can only take the Attack action, making a single melee attack. Zombies created by this feature are immune to necrotic damage that you are the source of.

When a creature dies as a result of damage from your Halo of Spores or Spreading Spores features, the creature does not need to be within 10 feet of you and you do not need to use your reaction to use this feature.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses upon completion of a long rest.

Spreading Spores

10th-level Circle of Spores Feature

You gain the ability to seed an area. with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10 foot cube for up to 1 minute. Creatures within this cube take your Halo of Spores damage when they enter the area or start their turn within it unless the creature succeeds on a Constitution saving throw against your spell save DC for half damage. A creature is only dealt damage by this cube of spores once each round.

While the cube of spores persists, you can’t use your Halo of Spores Reaction. The spores disappear early if you use this feature again or if you dismiss them as a Bonus Action

Fungal Body

14th-level Circle of Spores Feature

The fungal spores in your body alter you: you can’t be Blinded, Deafened, Frightened, or Poisoned, you gain immunity to poison damage and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

Circle of the Shepherd

Mighty Summoner

6th-level Circle of the Shepherd Feature

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: 3 extra hit points per level of the spell spent to cast it.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Faithful Summons

14th-level Circle of the Shepherd Feature

The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points by an enemy or are incapacitated against your will, you can immediately gain the benefits of summon beast as if it were cast using a 9th-level spell slot. The conjured beast appears within 20 feet of you. If it receives no commands from you, it 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 Moon

Enhanced Wildshape

2nd-level Circle of the Moon Feature

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

You can turn into your Scout Form twice, and your Combat Form twice, regaining all expended uses of this feature when you finish a short or long rest.

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

Chimeric Forms

2nd-level Circle of the Moon Feature

Your druidic forms take on a greater supernatural quality, combining the best aspects of multiple animals into chimeric forms. When you assume your Scout Form, you can choose two options of type instead of one, gaining the traits of both.

When you assume your Combat Form, you can choose two aspects instead of one, gaining the traits of both. If any of the chosen aspects reduce your movement speed, you can choose to ignore one of the reductions.

Moonlight Rituals

6th-level Circle of the Moon Feature

You can perform a ritual during a long rest that aids those who walk under the moon. At the end of the rest, a number of creatures of your choice up to your Wisdom modifier within 30 feet of you gain the benefits of the ritual for 8 hours. For the duration, the creatures have darkvision with a radius of 60 feet, and are immune to contracting lycanthropy.

Additionally, you gain the moonbeam spell, which doesn’t count against the number of spells you can prepare each day.

Adaptable Forms

10th-level Circle of the Moon Feature

Your combat form can adapt to face any threat and handle any terrain. As a bonus action while in your combat form, you can replace one of your chosen aspects with a different one.

Primal Avatar

14th-level Circle of the Moon Feature

Your mastery of wild shape becomes absolute. When you assume your Scout Form, you gain the benefits of all three types. When you assume your Combat Form, you can choose up to three different aspects to take on at once. If any of the chosen aspects reduce your movement speed, you can choose to ignore one of the reductions.

Fighter

Tasha Features

  • Fighting Style Options
  • Martial Versatility

Bonus Proficiency

When you reach 3rd level, you gain proficiency in one skill of your choice from the list of skills available to fighters at 1st level

Additional Fighting Style Options

1st-level Fighter Feature

When you choose a fighting styles, the following styles are added to your list of options.

Superior Technique

You learn two maneuvers 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 two 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.

Mystic Dabbler

Choose a class: artificer, bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. Your spellcasting ability for these spells is determined by the chosen class.

Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the chosen spell list.

Extra Fighting style

6th-level Fighter Feature

You can choose a second option from the Fighting Style class feature.

Unconquered

9th-level Fighter Feature (replaces Indomnitable)

If you fail a saving throw, you can choose to succeed instead.

You can use this feature twice per long rest starting at 13th level and three times per long rest starting at 17th level.

Arcane Knight

An Arcane Knight studies a unique method of combat that weaves magic into attacks to produce supernatural effects. Arcane Knights are some of the most elite warriors. They stand guard as a bulwark to their people. Fighting off the terrors of the world with their magical abilities.

Arcane Knight Lore

3rd-level Arcane Knight Feature

You learn magical theory. You gain proficiency in the Arcana skill, and you learn the prestidigitation cantrip.

Arcane Strike

3rd-level Arcane Knight Feature

You learn to unleash special magical effects with some of your attacks. When you gain this feature, you learn two Arcane Strike options of your choice (see “Arcane Strike Options” below).

Once per turn when make a weapon attack as part of the Attack action, you can apply one of your Arcane Strike options to that attack. You decide to use the option when the attacking hits a creature, unless the option doesn’t involve an Attack roll. You can use this ability three times, you regain all expended uses when you finish a rest.

You gain an additional Arcane Strike option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each time you learn new strike, you can also replace one strike you know with a different one. Each option also improves when you become an 18th-level Fighter.

If an option requires a saving throw, your Arcane Strike save DC equals 8 + your Proficiency Bonus + your Intelligence modifier.

Magic Strike

7th-level Arcane Knight Feature

You gain the ability to your imbue your attacks with magic. Whenever you make an attack with a nonmagical weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the weapon immediately after it hits or misses its target.

Guided Strike

7th-level Arcane Knight Feature

You learn how to direct an errant attack toward a new target. When you make an attack roll with a weapon and miss, you can use a bonus action to magically redirect your weapon to attack a new target, reroll the attack roll against a different target within 60 feet of the original target if the target is within that weapons range.

Arcane Step

10th-level Arcane Knight Feature

You learn to channel your arcane abilities to teleport yourself. As a bonus action or after you have used your arcane strike feature, you can expend a use of arcane strike to teleport 30 feet to a location you can see.

Ever-Ready Strike

15th-level Arcane Knight Feature

Starting at 15th level, your magical strikes are available whenever battle starts. If you roll initiative and have no uses of Arcane Strike remaining, you regain one use of it.

Arcane Strike Options

The Arcane Strike 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.

Banishing Strike. You use abjuration magic to try to temporarily banish your target to a harmless location in another plane. The creature hit by the strike must 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.

After you reach 18th level in this class, a target also takes 2d6 force damage when the strike hits it.

Beguiling Strike. Your enchantment magic causes this strike to temporarily beguile its target. The creature hit by the strike 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 4d6 when you reach 18th level in this class.

Bursting Strike. You imbue your strike with force energy drawn from the school of evocation. The energy detonates after your Attack. Immediately after the strike hits the creature, the target and all other creatures except you within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Strike. You weave necromantic magic into your strike. The creature hit by the strike 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 4d6 when you reach 18th level in this class.

Grasping Strike. When this strike hits its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the strike 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 Strike save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Piercing Strike. You use transmutation magic to imbue your weapon with an ethereal quality. When you use this option, you don’t make an Attack roll for the Attack. Instead, you launch a wave of energy from your weapon, which is 1 foot wide and 30 feet long, before disappearing. The strike 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 strike, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Strike. Using divination magic, you send a spectral copy of your weapon to seek your 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. A magical copy of your weapon 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 or 120 feet, whichever is higher and there is a path large enough for the strike to travel to the target, the target must make a Dexterity saving throw. Otherwise, the strike disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the strike, 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 2d6 when you reach 18th level in this class.

Shadow Strike. You weave illusion magic into your strike, causing it to occlude your foe’s vision with shadows. The creature hit by the strike 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 4d6 when you reach 18th level in this class.

Eldritch Knight

Battle Magic

7th-level Eldritch Knight feature (replaces War Magic)

Beginning at 7th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Rejuvenated Arcana

18th-level Eldritch Knight feature (replaces Improved War Magic)

Starting at 18th level, when you use your Second Wind feature, you also regain a spell slot of 1st or 2nd level.

Rune Knight

Stone Rune

This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Hill Rune (7th Level or Higher)

When you invoke the rune, you gain temporary hit points equal to twice your level in this class plus your constitution modifier. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Storm Rune (7th Level or Higher)

This rune cannot be used to give an enemy disadvantage on a saving throw.

Monk

Tasha Features

  • Dedicated Weapon
  • Ki-Fuled Attack

Variant Technique

1st-level Monk Feature

You may choose to use Strength instead of Dexterity for any monk class or subclass feature. All Monk class or subclass features that use your Dexterity, such as Unarmored Defense or Deflect Missiles, now refer to your Strength instead, excluding Evasion.

Dazing Strike

5th-level Monk feature, replace Stunning Strike

You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a dazing strike. The target must succeed on a Constitution saving throw or have disadvantage on attack rolls and attack rolls have advantage against them until the end of your next turn. If they fail the save by 5 or more, they are instead stunned until the end of your next turn.

Way of The Elements

Elemental Discipline

3rd-level Way Of The Elements Feature

You learn to integrate elemental magic into your attacks. When you make an unarmed strike on your turn, you can use one of the following features to enhance the attack. You can use each enhancement only once per turn.

Fire. You cast forth gout of flame. Your reach with the attack increases to 10 feet, and it deals fire damage instead of the regular damage type. When the attack hits, you can spend 1 ki point to deal extra fire damage equal to one roll of your Martial Arts die.

Water. You wrap your limbs in tendrils of water. Your reach with the attack increases to 10 feet, and it deals cold damage instead of the regular damage type. When the attack hits, you can spend 1 ki point to reduce its speed by 10 feet until the end of its next turn.

Earth. Your unarmed strikes impact with the force of boulders. When the attack hits, the target is pushed back 5 feet away from you, and you can spend 1 ki point to have the target make a Strength saving throw or fall prone.

Air. You create forceful blasts of air from your hands and feet. Your reach with the attack increases to 15 feet, and when the attack hits, you can spend 1 ki point to have the target make a Dexterity saving throw or you may push the target up to 10 feet in any direction of your choice.

Elemental Spellcasting

6th-level Way Of The Elements Feature

You learn to channel your ki into elemental spells, using the Elemental Spell List.

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

Ki-Casting. Instead of expending spell slots like other spellcasters, you spend ki points to cast your elemental spells. To cast an elemental spell of 1st level or higher, you must spend a number of ki points equal to 1 + the spell's level. When casting an elemental spell with ki points, you always cast it at its lowest level.

When you cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Spells Known of 1st Level and Higher. You know three 1st-level elemental spells of your choice. The Spells Known column of the Elemental Spellcasting table shows when you learn more elemental spells of 1st level or higher. Each of these spells can't be of a higher level than the Max Spell Level entry on the table corresponding to your monk level.

Whenever you gain a level in this class, you can replace one of the elemental spells you know with another spell of your chocie from the elemental spell list. The spell can't be of a higher level than the Max Spell Level entry on the table corresponding to your monk level.

Spellcasting Ability. Wisdom is your spellcasting ability for your elemental spells.

Elemental Spellcasting

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

Elemental Defense

11th-level Way Of The Elements Feature You learn the absorb elements spell, which does not count against your number of spells known, and you can spend 1 ki point to cast it.

WIP CAPSTONE.

Elemental Spell List

Cantrips (0 Level)
  • control flames
  • create bonfire
  • frostbite
  • gust
  • mold earth
  • produce flame
  • ray of frost
  • shape water
  • thunderclap
1st Level
  • absorb elements
  • burning hands
  • create or destroy water
  • earth tremor
  • fog cloud
  • ice knife
  • searing smite
  • thunderous smite
  • thunderwave
2nd Level
  • Aganazzar's scorcher
  • flaming sphere
  • gust of wind
  • Maximilian's earthen grasp
  • pyrotechnics
  • scorching ray
  • shatter
  • skywrite
  • Snilloc's snowball swarm
  • warding wind
3rd Level
  • elemental weapon
  • fireball
  • meld into stone
  • melf's minute meteors
  • protection from energy
  • sleet storm
  • tidal wave
  • wall of sand
  • wall of water
  • water breathing
  • water walk
  • wind wall
4th Level
  • control water
  • fire shield
  • ice storm
  • stone shape
  • stoneskin
  • storm sphere
  • wall of fire
  • watery sphere

Paladin

Tasha Features

  • Additional Paladin Spells
  • Fighting Style Options
  • Martial Versatility

Binding Oath

To become a paladin, you need an entity of sufficient power to bear witness to your Binding Oath as a Divine Witness. Your Binding Oath can be taken in the presence of the entity or in places dedicated to or strongly associated with them. Your Binding Oath holds you to certain tenants and if you break them you may lose your powers or worse.

Additional Fighting Style Options

2nd-level Paladin Feature

Paladins may choose any fighting style, not just those listed on their class except for Druidic Warrior and Mystic Dabbler.

Ranger

Tasha Features

  • EVERYTHING

Favored Foe

This ability does not require concentration.

Prepared Spellcasting

1st-level Ranger Feature (replaces Spellcasting)

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

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

Ritual Casting

1st-level Ranger Feature

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Fighting Style Options

2nd-level Ranger Feature

Rangers may choose any fighting style, not just those listed on their class except for Blessed Warrior and Mystic Dabbler.

Beast Master

Beast Master Magic

3rd-level Beast Master Feature

You have gained access to additional spells when you reach certain levels in this class, as shown on the Beast Master 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.

Beast Master Spells
Ranger Level Spell
3rd beast bond
5th warding bond
9th conjure animals
14th dominate beast
17th awaken (beasts only)

Hunter

Hunter Magic

3rd-level Hunter Feature

You have gained access to additional spells when you reach certain levels in this class, as shown on the Hunter 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.

Hunter Spells
Ranger Level Spell
3rd snare
5th pass without trace
9th haste
14th locate creature
17th hold monster

Rogue

Deadeye

3rd-level Rogue feature

As a bonus action, you make your next attack this turn grant sneak attack even if you do not have an ally within 5 feet of your target. You still do not gain sneak attack if you're attack is at disadvantage. You can use this bonus action only if you haven't moved this turn, and after you use the bonus action your speed is 0 till the end of the current turn.

Sorcerer

Tasha Features

  • Additional Sorcerer Spells
  • Metamagic Options
  • Sorcerous Versatility

Sorcerous Recovery

2nd-level Sorcerer Feature

You have learned to regain some of your magical energy by focusing on your font of power. Once per long rest when you finish a short rest, you can recover sorcery points equal to or less than half your sorcerer level (rounded up).

Enhanced Metamagic

3rd-level Sorcerer Feature (replaces Metamagic)

You gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 6th, 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Cautious Spell

Enhances Careful Spell

The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Hidden Spell

Enhances subtle spell

Your subtle spell metamagic also removes the material component of the spell as long as that component is not consumed or does not have a gold cost.

Aberrant Mind & Clockwork Soul

These subclasses can no longer swap out origin spells on a level-up.

Divine Soul

Celestial Magic

1st-level Divine Soul Sorcerer feature (replaces Divine Magic)

The alignment of your source of Celestial magic determines your extra spell. Select the alignment (such as Lawful neutral) and combine both of the tables to determine your extra spells. Your origin can't be of 2 conflicting alignment (such as Good Evil or Lawful Chaotic). If your origin is True Neutral, you use the Neutral and True Neutral tables.

You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Divine Spells

Good
Sorcerer Level Spell
1st cure wounds
3rd prayer of healing
5th revivify
7th aura of Life
9th mass cure wounds
Neutral
Sorcerer Level Spell
1st protection from evil and good
3rd enhance ability
5th dispel magic
7th guardian of faith
9th greater restoration
Evil
Sorcerer Level Spell
1st inflict wounds
3rd suggestion
5th animate dead
7th blight
9th dominate person
Law
Sorcerer Level Spell
1st bless
3rd zone of truth
5th magic circle
7th banishment
9th creation
Chaos
Sorcerer Level Spell
1st bane
3rd shatter
5th blink
7th confusion
9th destructive wave
True Neutral
Sorcerer Level Spell
1st detect evil and good
3rd lesser restoration
5th protection from energy
7th resilient sphere
9th animate objects

Draconic Bloodline

Draconic Magic

You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Draconic Spells
Sorcerer Level Spell
1st cause fear, chromatic orb
3rd alter self, dragon's breath
5th elemental weapon (thunder is replaced with poison), fear
7th compulsion, elemental bane
9th legend lore control winds

Shadow Magic

Shadow Magic

You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Shadow Spells
Sorcerer Level Spell
1st false life, inflict wounds
3rd blindness/deafness
5th fear, summon shadowspawn
7th blight, shadow of moil
9th enervation, negative energy flood

Storm Sorcery

Storm Magic

You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Storm Spells
Sorcerer Level Spell
1st fog cloud, thunderwave
3rd gust of wind, skywrite
5th call lightning, sleet storm
7th storm sphere, summon elemental (air or water only)
9th control winds, maelstrom

Wild Magic

Wild Magic Surge

Your wild magic surge table is adjusted so that most spells or effects that hit all targets within a radius around you effect only you.

Wild Magic

You learn additional spells when you reach certain levels in this class, as shown on the Wild Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Wild Spells
Sorcerer Level Spell
1st chaos bolt, detect magic
3rd shatter, nystul's magic aura
5th blink, dispel magic
7th confusion, freedom of movement
9th creation, reincarnate

Warlock

Tasha Features

  • Pact of the Talisman
  • Eldritch Versatility
  • Eldritch Invocation Options

Additional Warlock Spells

1st-level Warlock Feature

The spells in the following list are added to the warlock spell list. The list is organized by spell level, not character level.

Level Additional Spells
Cantrip booming blade, green-flame blade, lightning lure, mind sliver, sword burst
1st bane
3rd intellect fortress, slow, spirit shroud, summon fey, summon shadowspawn, summon undead
4th confusion, compulsion, summon aberration
5th bestow curse, conjure elemental, mislead, planar binding, teleportation circle
6th summon fiend, Tasha's otherworldly guise
9th blade of disaster, gate, weird

Variant Spellcasting

1st-level Warlock Feature

You may choose to use Intelligence as your Spellcasting Ability instead of Charisma. All warlock class or subclass features that refer to your Charisma, such as Agonizing Blast or Dark One's Blessing, now refer to your Intelligence instead. Additionally your proficiency in Charisma saving throws is changed to Intelligence saving throws.

Patron Spells

1st-level Warlock Feature

Each patron has a list of spells associated with it, detailed in its description. When you reach certain levels in this class, you learn one spell of your choice from the spells presented. A spell learned this way counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know. If either spell is not already on the warlock list, it gets added to the warlock spell list for you.

Pact Boon Options

3rd-level Warlock Feature

Pact of the Blade

You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You also gain proficiency with medium armor, shields, and martial weapons.

When you attack with your pact weapon, you can use your Warlock Spellcasting Ability, instead of Strength or Dexterity, for the attack and damage rolls.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter.

If the weapon is artifact or sentient, the weapon must be willing in order to become your pact weapon. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

Additionally you may now summon a Magmin,

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. Pick three skills, whenever the wearer makes a skill check with one of the chosen skills they may add a 1d4 to the roll.

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

Eldritch Master

20th-level Warlock Feature

You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend a bonus action entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Eldritch Invocations

General Changes

Eldritch Blast

Eldritch Invocations that apply to eldritch blast can apply to any cantrip that deals damage and has a range of 10 feet or more. If any of these invocations take effect when you hit a creature with a cantrip attack, you can choose to instead apply them when a creature takes damage from your cantrip.

Removed

Bewitching Whispers, Dreadful Word, Minions of Chaos, Mire the Mind, Thief of Five Fates, Sign of Ill Omen.

Dark Upheaval

Prerequisite: 5th level

You can cast animate dead once using a warlock spell slot. When you cast this spell, you can animate dead and reassert control over existing undead at the same time. You can’t cast this spell this way again until you finish a long rest.

Additionally, when you cast animate dead you can forgo animating three undead to instead animate the remains of one Large humanoid or giant. The resulting undead uses the statistics of a Minotaur Zombie if you target bones, or an Ogre Zombie if you target a corpse. You treat this creature as three corpses when reasserting control over it.

Investment of the Chain Master

Your familiar's attack bonus is replaced by your spell attack bonus.

Otherworldly Prowess

Prerequisite: Pact of the Talisman feature

At the end of a Long Rest, you may change the skills chosen by your Pact of the Talisman Feature.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

When you cast polymorph this way, you can allow the creature to retain its mental ability scores. Additionally, you can use your action to change the form of the affected creature. If the new form has more hit points than the current one, the creature’s hit points remain at their current value. Otherwise, the spell's target assumes the beast’s hit points as normal.

Repelling blast & Grasp of Hadar

Both can be used to move something once per creature per turn.

The Archfey

Silver Tongue

1st-level Archfey Warlock Feature

You gain proficiency and expertise in your choice of deception, performance or persuasion.

The Fiend

Dark Words

1st-level Fiend Warlock Feature

You gain proficiency and expertise in your choice of deception, intimidation or persuasion.

The Great Old One

Great Old One Patron Spells
Spell Level Spells
1st dissonant whispers, tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th conjure aberration, evard's black tentacles
5th dominate person, telekinesis

Awakened Mind

1st-level Great Old One Warlock Feature

Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. 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.

Eldritch Knowledge

1st-level Great Old One Warlock Feature

Your connection with your patron has given you insight into the underpinings of reality, you gain proficiency and expertise in your choice of Arcana, History or Nature.

Unspeakable Visions

6th-level Great Old One Warlock Feature

You can flood the minds of those who assault you with terrifying, incomprehensible images from your patron's realm. When a creature within 60 feet damages you, you can use your reaction to force the creature to make an Intelligence saving throw against your warlock spell save DC. On a failed save, the creature takes psychic damage equal to 1d10 + half your warlock level and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature takes half as much damage and isn't frightened.

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

Thought Shield

10th-level Great Old One Warlock Feature

You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You also have immunity to psychic damage, and whenever a creature would deal psychic damage to you, that creature takes the damage you would have taken.

Create Thrall

14th-level Great Old One Warlock Feature

You gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell of 5th level or higher is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. The charmed creature regards you as a trusted friend to be heeded and protected. Although the creature isn't under your control, it takes your requests or actions in the most favorable way it can.

The Undead

Patron Spells

death ward is replaced by blight on the Patron spell list.

Wizard

Tasha Features

  • Additional Wizard Spells
  • Cantrip Formulas

Credits

Kobold- Caelreader

Great old one - Sgtbriar

Druid- wildshape+ moon- Caelreader

art credit water genasi dragonborn: 7ice Selkie: Ohana Aasimar: dragonborn hobgoblin alchemist shadow sorcerer fire genasi

 

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