Core Expansion by Therin Creative

by Therin

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Core Expansion

This is a collection of optional rules and features for use with D&D 5e. Not every rule is meant for every table, nor is it intended that every optional rule presented within these pages is used at once. Choose only the options that best fit the style of your group.

This document is playtest content that will be rolled into a larger sourcebook project. Some aspects of this material leverages concepts and mechanics introduced in the Psychic & Spiritual Handbook (available at therincreative.com and GM Binder) and Aronar's Armory (available at therincreative.com and GM Binder).

You will find sections for classes and subclasses, general rules, and spell revisions below. New subclasses, feats, spells, and powers are playtested separately.

Optional Class Features


You gain class features in the Player’s Handbook when you reach certain levels in this class. This section offers additional features that you can gain for the barbarian, bard, cleric, fighter, monk, ranger, rogue, sorcerer, warlock, and wizard.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another unless otherwise indicated; you can choose which, if any you use.

Artificer

The artificer class receives a new feature in this section.

Artificer Infusions

When you choose artificer infusions, you have access to these additional options.

Amulet of Feral Prowess

Item: A necklace (requires attunement)


While wearing this item, a creature gains a +1 bonus to attack and damage rolls with unarmed strikes and natural weapons. In addition, your unarmed strikes and natural weapons count as magical for the purpose of overcoming damage resistance and immunity.

The bonus increases to +2 when you reach 10th level in this class.

Force Field

Prerequisite: 10th-level artificer Item: A belt


As an action, the wearer of this article of clothing can erect a barrier of force around it. The barrier has 40 hit points and immunity to force damage and conditions. As long as it has hit points, the barrier will take damage, except psychic damage, instead of the wearer. When it is reduced to 0 hit points, any excess damage is taken by the wearer.

The field can be dropped as a bonus action. The barrier regains 2d10 lost hit points daily at dawn, but can never exceed 40 hit points.

Hyper Raiment

Prerequisite: 10th-level artificer Item: A suit of armor (requires attunement)


This garment has 6 charges. The wearer can expend 1 of the garment’s charges to make a melee weapon attack as a bonus action. If this attack hits, the weapon deals an extra 1d6 weapon damage. The item regains 1d6 expended charges daily at dawn.

Power Infuser

Prerequisite: 5th-level artificer Item: A helmet (requires attunement)


While wearing this item, a creature gains a +1 bonus to power attack rolls. In addition the creature increases the range of a psionic power or psychic ability by 30 feet, provided it has a range of at least 30 feet.

The bonus increases to +2 when you reach 10th level in this class.

Barbarian

The barbarian class receives a new feature in this section.

Whirling Blades

5th-level barbarian feature

While engaging in two-weapon fighting, when you take the attack action, you can make one additional attack with one of the weapons you hold; you can’t take a bonus action to make an attack this turn.

In addition, while holding a one-handed weapon in each hand, you can take a bonus action to attack with one of them during you turn when you don’t take the Attack or Dodge action.

Bard

The bard class receives new features in this section.

Bonus Proficiencies

1st-level bard feature

You gain proficiency with falchions, kukris, parrying daggers, sabers, and scimitars.

College Discipline

1st-level bard feature

You choose an inspirational style from the options below.

Entertainer. Through pageantry and style, you inspire others. You use Charisma for your spellcasting ability and for your bard features.

Studious. You derive inspiration through knowledge and recitation. You use Intelligence instead of Charisma for your spellcasting ability and for your bard features.

Channeler

The channeler class receives new features in this section.

Bonus Proficiencies

1st-level channeler feature

You gain proficiency with kukris and sabers.

Cleric

The cleric class receives a new feature in this section.

Dogma

1st-level cleric feature

You choose a divine path from the options below.

Cloistered. You faith is fueled by your dedicating to the texts, teachings, and mantras of your religion. You use Intelligence instead of Wisdom for your spellcasting ability and for your cleric features.

Devout. Your devotion empowers you to act on behalf of your beliefs. You use Wisdom as your spellcasting ability and for your cleric features.

Evangelist. You derive power and validation from the trust others place in you. You use Charisma instead of Wisdom for your spellcasting ability and for your cleric features.

Druid

The druid class receives new features in this section.

Bonus Proficiencies

1st-level druid feature

You gain proficiency with kukris and long spears.

Fighter

The fighter class receives new features in this section.

Fighting Style Options

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

Sworn Weapon

After finishing a long rest, choose one weapon in which you are proficient. Until you choose a different weapon through this fighting style, when you attack with that weapon, you can use your Strength, Dexterity, Intelligence, Wisdom, or Charisma modifier (your choice) instead of Strength or Dexterity, for the attack and damage rolls.

Versatile Fighting

When you make an attack with a weapon that has the versatile property with one hand, you have a +2 bonus on attack rolls with it, provided you aren’t holding a second weapon or a shield. When you make an attack with a weapon with the versatile property with two hands, you have a +2 bonus on damage rolls with it.

Heavy Armor Training

4th-level fighter feature

You gain heavy armor proficiency if you don’t already have it.

Whirling Blades

5th-level fighter feature

While engaging in two-weapon fighting, when you take the attack action, you can make one additional attack with one of the weapons you hold; you can’t take a bonus action to make an attack this turn.

In addition, while holding a one-handed weapon in each hand, you can take a bonus action to attack with one of them during you turn when you don’t take the Attack or Dodge action.

Whirling Blades (2)

11th-level fighter feature

On a turn in which you make an additional attack from your Whirling Blades feature, you can take a bonus action to make another attack with that weapon.

Whirling Blades (3)

20th-level fighter feature

You can make two attacks with a weapon using a bonus action when engaging in two-weapon fighting.

Maneuver Options

If you have access to maneuvers, the following maneuvers are added to the list of options available to you.

Hamstring

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to slow it down. You add the superiority die to the attack’s damage roll, and the target must succeed on a Constitution saving throw or have its movement speed halved for 2 rounds or until it regains at least 1 hit point.

Opportunist

When you can make an opportunity attack against a target, you can expend one superiority die to make an attack against it without using your reaction. You add the superiority die to the attack roll. This attack can only be made once each turn, and you can’t use your reaction to make an opportunity attack within the same turn.

Reflex Shot

After making an attack roll with a ranged weapon as part of the Attack action, you can expend one superiority die to make an extra attack with that weapon as a bonus action. This extra attack must be made against the same target as your last ranged weapon attack roll. You add the superiority die to the weapon’s damage roll.

Volley

When you take the Attack action and make an attack with a weapon that has the throw property, you can expend one or more superiority dice to draw and throw one additional weapon per superiority die spent. Each extra attack must target the same target or one no more than 5 feet away from the last target you attacked this turn. You can choose to add the superiority die to the attack or damage roll for each attack.

Martial Archetype Options

This section includes options for certain martial archetypes.

Arcane Archer

The Arcane Archer martial archetype receives the following feature.

Double Shot

10th-level Arcane Archer feature

When you hit a creature with a ranged weapon and damage it with one of your Arcane Shots, you can take a reaction to make another attack against the same target with that weapon.

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

Champion

The Champion martial archetype receives the following features.

Heroic Strike

3rd-level Champion feature, which replaces both the Improved Critical and Superior Critical features

When you hit with a weapon attack, you can make that hit a critical hit. After using this feature, you must finish a long rest to use it again.

When you reach certain levels in this class, you gain additional uses of this feature: at 5th level (2 uses), 11th level (3 uses), and 20th level (4 uses). You regain all expended uses of this feature when you finish a long rest.

Mastery Style

10th-level Champion feature, which replaces the Additional Fighting Style feature

You have honed your fighting technique, achieving mastery with it. Your fighting style is enhanced as described below.

Blind Fighting, Interception, Superior Technique, Thrown Weapon Fighting, and Unarmed Fighting are from Tasha's Cauldron of Everything. Sworn Weapon and Versatile Fighting is detailed under Fighter options. Artillerist is an option found in Aronar's Exotic Armory.

Archery Mastery. While wielding a ranged weapon, you increase its short range by half. In addition, when you score a critical hit with a ranged weapon, you deal one extra die of damage.

Artillerist Mastery. You have a +2 bonus on weapon damage rolls with firearms.

Blind Fighting Mastery.* Having honed your senses beyond normal limits, your blindsight increases to 30 feet.

Defense Mastery. You create momentum from defensive maneuvers. When a creature misses you with an attack roll, you have a +2 bonus on weapon attack rolls against it until the end of your next turn.

Dueling Mastery. You naturally pair defense with offense. When you damage a target with a one-handed weapon, it has a −1 penalty on attack rolls until the end of its next turn.

Great Weapon Mastery. You deliver thunderous blows with a two-handed weapon. When wielding a weapon with two hands, you add half your proficiency bonus to your ability checks made to shove a creature. When you score a critical hit with a two-handed weapon on your turn, you can take a bonus action to attempt to push your target 5 feet away from you.

Interception Mastery.* When a foe triggers your Interception fighting style, you can instead choose to make an opportunity attack against that foe. If you hit with this attack, you also reduce damage normally per your Interception fighting style.

Protection Mastery. Whenever a foe misses a target defended by your Protection fighting style, you can use your shield to make a melee weapon attack against it as a bonus action on your next turn. On a hit you deal 1d4 + your Strength bonus bludgeoning damage and can move your target 5 feet into an unoccupied space.

Sworn Weapon Mastery.* Your sworn weapon counts as magical for the purpose of overcoming a target’s damage resistance or immunity. Additionally, you have a +1 bonus to attack and damage rolls made with it unless the weapon already has a magical bonus.

Technique Mastery.* You learn one additional maneuver of your choice and your superiority die from your fighting style is now a d8. At the start of your turn, if you have no superiority dice remaining, you can take a bonus action to regain one die, but can’t do so again until you finish a short or long rest.

Thrown Weapon Mastery.* Attacking at long range doesn't impose disadvantage on your ranged attack rolls with weapons that have the thrown property, and you deal one extra die of damage when you score a critical hit with a weapon that has the thrown property.

Two-Weapon Mastery. While you hold a one-handed weapon in each hand, you have a +1 bonus on attack and damage rolls with those weapons.

Unarmed Mastery.* When you make an attack with an unarmed strike, you can take a bonus action to make another attack. This attack can be with a weapon or another unarmed strike.

Versatile Mastery.* While holding a weapon that has the versatile property, you have a +1 bonus to AC, provided you aren’t holding a shield or a second weapon. In addition, once during your turn when you hit a target with a weapon that has the versatile property, you can move 5 feet; this movement doesn’t provoke opportunity attacks.

Greater Precision

15th-level Champion feature, which you get when you take the Heroic Strike feature

When you use your Heroic Strike feature to score a critical hit with a weapon attack, you deal 1d10 extra weapon damage.

Monk

The monk class receives new features in this section.

Bonus Proficiencies

1st-level monk feature

You gain proficiency with kukris, light flails, parrying daggers, scimitars, and triple staffs.

Inner Core

5th-level monk feature

You have a reserve of ki points within you equal to your proficiency bonus that you can draw upon in times of need. As an action, you can withdraw 1 or more of these ki points from this reserve and add them to your current ki points. You regain all expended points from this reserve when you finish a long rest.

Seamless Form

11th-level monk feature

When you take a bonus action to use a monk feature, you can use a different monk feature that expends ki using the same bonus action.

Perfect Self Variant

20th-level monk feature

When you roll initiative and have fewer than 4 ki points remaining, your ki points are reset to 4.

Monastic Tradition Options

This section includes options for certain monastic traditions.

Way of the Four Elements

The Way of the Four Elements monastic tradition receives the following features.

Flowing Strike

6th-level Way of the Four Elements feature

After spending ki on an elemental discipline, the next time you hit a target with an unarmed strike or a monk weapon before the end of your next turn, you deal bonus damage equal to amount of ki you spent on the elemental discipline. If the elemental discipline deals damage, the bonus damage from this feature is the same type, otherwise the bonus damage is the same type as the weapon’s damage.

Rasp

11th-level Way of the Four Elements feature

On a turn in which you use an elemental discipline, you can use your Patient Defense or Step of the Wind feature without spending a ki point.

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

Ki Siphon

17th-level Way of the Four Elements feature

When you spend 4 or more ki points on an elemental discipline, you can use your reaction to regain 1 ki point.

Paladin

The paladin class receives a new feature in this section.

Fighting Style Options

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

Sworn Weapon

After finishing a long rest, choose one weapon in which you are proficient. Until you choose a different weapon through this fighting style, when you attack with that weapon, you can use your Strength, Dexterity, Intelligence, Wisdom, or Charisma modifier (your choice) instead of Strength or Dexterity, for the attack and damage rolls.

Versatile Fighting

When you make an attack with a weapon that has the versatile property with one hand, you have a +2 bonus on attack rolls with it, provided you aren’t holding a second weapon or a shield. When you make an attack with a weapon with the versatile property with two hands, you have a +2 bonus on damage rolls with it.

Dedicated Smite

2nd-level paladin feature which replaces the Divine Smite feature

Paladin smite spells (banishing smite, blinding smite, branding smite, disrupting smite, searing smite, staggering smite, and wrathful smite) no longer require concentration, but you can only have one of them in effect at a time. You can cast one of them without expending a spell slot, and can't do so again until until you finish a long rest unless cast it using a spell slot normally.

A spell cast through this feature is treated as if cast by a 1st-level spell slot. As you reach certain levels in this class, the slot level it is cast at increases at: 5th (2nd level spell slot), 9th (3rd level spell slot), 13th (4th level spell slot), and 17th level (5th level spell slot).

Mantle Options

If you have access to psionic mantles, the following mantles are added to the list of options available to you. Mantles are available to paladins of the Oath of the Ardent from the Psychic and Spiritual Handbook.

Chaos

Aura. The first time a foe makes a melee attack within 10 feet of you on each of its turns, roll a d10. On a 1 or 2, its attack roll is reduced by an amount equal to your proficiency bonus.
Shroud. You have resistance to psychic damage and immunity to the charmed condition and can’t be confused. If a creature forces you to reroll a d20, you choose which roll to keep.
Powers. You know the following powers: dislocation, shatter psyche.

Manipulation

Aura. You and friendly creatures within 10 feet of you have advantage on Charisma checks made to deceive or coerce a creature.
Shroud. Once each round, when a creature within 30 feet of you that you can see makes an attack roll or ability check, you can use your reaction to have it reroll the d20 and you choose which roll it keeps.
Powers. You know the following powers: puppetry, suspension.

Night

Aura. You and friendly creatures within 10 feet of you have darkvision up to 90 feet.
Shroud. You can see in magical darkness. As a bonus action, you can create a cloud of magical darkness that covers up to a 15-foot radius sphere centered on you. You can use a bonus to dismiss the cloud.
Powers. You know the following powers: enveloping darkness, starcall.

Strife

Aura. When you and friendly creatures within 10 feet of you take damage from an attack, you have advantage on your next attack roll made before the end of your next turn, and deal an extra 1d4 damage on a hit.
Shroud. Whenever a creature hits you with a melee attack it takes 1d8 force damage.
Powers. You know the following powers: energy storm, mystic arms.

Time

Aura. You and friendly creatures within 10 feet of you are immune to the slow spell and similar effects and the stasis condition.
Shroud. When you are hit by an attack, you can use your reaction to have it miss instead. Once you take this reaction, you can’t take it again until the end of your next turn regardless of any magical, psionic, or other effects.
Powers. You know the following powers: precognition, stasis.

Ranger

The ranger class receives new features in this section.

Fighting Style Options

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

Sworn Weapon

After finishing a long rest, choose one weapon in which you are proficient. Until you choose a different weapon through this fighting style, when you attack with that weapon, you can use your Strength, Dexterity, Intelligence, Wisdom, or Charisma modifier (your choice) instead of Strength or Dexterity, for the attack and damage rolls.

Versatile Fighting

When you make an attack with a weapon that has the versatile property with one hand, you have a +2 bonus on attack rolls with it, provided you aren’t holding a second weapon or a shield. When you make an attack with a weapon with the versatile property with two hands, you have a +2 bonus on damage rolls with it.

Whirling Blades

5th-level ranger feature

While engaging in two-weapon fighting, when you take the attack action, you can make one additional attack with one of the weapons you hold; you can’t take a bonus action to make an attack this turn.

In addition, while holding a one-handed weapon in each hand, you can take a bonus action to attack with one of them during you turn when you don’t take the Attack or Dodge action.

Foe Slayer Variant

20th-level ranger feature

You become the unparalleled hunter of your enemies. Against a foe from your Favored Enemy feature, marked by your Favored Foe feature, or one within a favored terrain from your Natural Explorer feature, you can add your Wisdom modifier to the attack roll or the damage roll of each attack you make. You can choose which roll to modify after making your roll, but before the results are known.

Ranger Archetype Options

This section includes options for certain ranger archetypes.

Beast Master

The Beast Master ranger archetype receives the following new features.

Beast Master Magic

3rd-level Beast Master feature

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

Beast Master Spells
Ranger Level Spell
3rd heroism
5th enhance ability
9th conjure animals
13th dominate beast
17th awaken

Ranger’s Enhanced Companion

3rd-level Beast Master feature, which requires the Ranger’s Companion feature

Your companion has greater resolve. You add your proficiency bonus to your companion’s Strength and Wisdom saving throws if it doesn’t have saving throw proficiencies. It has a hit point maximum equal to the number listed in its stat block or the value from the Beast Master Companion Hit Points table. It gains a number of HD equal to your ranger level that can be spent to heal itself during a short rest. The size of its HD is indicated on the Beast Master Companion Hit Points table.

You can select any beast of Medium size or smaller, or one which can serve as a mount that is one size larger than a normal member of your race, provided it doesn’t have a flying speed. Regardless, the beast must have a CR no greater than 1/4.

You can command your beast by taking a bonus action. If you mount your companion beast, you can only command it to take the Dash, Disengage, or Dodge actions. If the companion acts as an uncontrolled mount, it can move, but will only take the Dodge action.

Your companion gains the benefits of your Favored Enemy, Natural Explorer, and Foe Slayer features. If you take the Favored Foe feature, you can have your beast’s attacks benefit from the feature instead of your own.

Beast Master Companion Hit Points
Type Hit Points HD Size
No Flying Speed 5 + 5 times your ranger level d8
Flying Speed 4 + 4 times your ranger level d6

Hunter

The Hunter archetype receives the following new feature.

Hunter Magic

3rd-level Hunter feature

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

Hunter Spells
Ranger Level Spell
3rd hunter’s mark
5th blindness/deafness
9th elemental weapon
13th blight
17th hold monster

Rogue

The rogue class receives a new feature in this section.

Bonus Proficiencies

1st-level rogue feature

You gain proficiency with falchions, garrotes, kukris, parrying daggers, sabers, and scimitars.

Sorcerer

The sorcerer class receives new features in this section.

Font of Magic Amendment

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot gained from the Spellcasting feature and gain a number of sorcery points equal to the slot’s level.

Metamagic Options

3rd-level sorcerer feature

When you choose Metamagic options, you have access to the following additional options.

Expanded Spell

When you cast a spell with an effect area of a cone, cylinder, or sphere, you can spend 1 sorcery points to increase the length of a cone by 10 feet or the radius of a cylinder or sphere by 5 feet.

Fortified Spell

During your turn, when you cast a spell that has a casting time of 1 action, you can spend 1 sorcery point to gain 2 temporary hit points for each slot level expended to cast it.

Hexed Spell

When you cast a spell that requires its target to make a new saving throw during each of its turns, you can spend 3 sorcery points to cause one of its targets to have disadvantage on its saving throws against the spell during its turns for a number of rounds equal to your spellcasting ability modifier (minimum of 1 round).

Reclaimed Spell

If a target succeeds on its saving throw against your spell and suffers no effect from it, you can spend a number of sorcery points equal to half the spell’s level (rounded up) to regain the spell slot used to cast the spell. The spell can only target one creature and can’t deal damage.

You can use Reclaimed Spell even if you have already used a different Metamagic option during the casting of the spell.

Sorcerous Origin Spells

Sorcerous Origins receive additional spells in this section.

Divine Soul Spells

1st-level Divine Soul feature

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an evocation spell from the cleric, sorcerer, or wizard spell list.

Divine Soul Spells
Sorcerer Level Feature
1st guiding bolt, shield of faith
3rd enthrall, zone of truth
5th beacon of hope, protection from energy
7th banishment, staggering smite
9th insect plague, planar binding

Draconic Bloodline Spells

1st-level Draconic Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown on the Draconic Bloodline Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.

Draconic Bloodline Spells
Sorcerer Level Feature
1st absorb elements, cause fear*
3rd darkvision, suggestion
5th fear, protection from energy
7th Mordenkainen’s private sanctum, stoneskin
9th legend lore, steel wind strike*

Shadow Magic Spells

1st-level Shadow Magic feature

You learn additional spells when you reach certain levels in this class, as shown on the Shadow Magic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Shadow Magic Spells
Sorcerer Level Feature
1st false life, silent image
3rd gentle repose, shadow blade*
5th enemies abound*, vampiric touch
7th blight, shadow of moil*
9th antilife shell, contagion

Storm Sorcery Spells

1st-level Storm Sorcery feature

You learn additional spells when you reach certain levels in this class, as shown on the Storm Sorcery Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Storm Sorcery Spells
Sorcerer Level Feature
1st expeditious retreat, featherfall
3rd gust of wind, knock
5th call lightning, thunderstep*
7th freedom of movement, storm sphere*
9th conjure elemental, control winds*

Wild Magic Spells

1st-level Wild Magic feature

You learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer, warlock, or wizard spell list.

Wild Magic Spells
Sorcerer Level Feature
1st chaos bolt*, Tasha’s hideous laughter
3rd mirror image, Nystul’s magic aura
5th blink, hypnotic pattern
7th fabricate, polymorph
9th creation, mislead

Wild Magic

The Wild Magic sorcerous origin receives the following new features.

Wild Magic Surge and Tides of Chaos Variants

For some groups, the Wild Magic table and system has too much variance, too great an impact at lower tiers of play, and too much reliance on DM fiat. These two feature variants can address these concerns.

Wild Magic Surge Variant: Controlled Scope

1st-level Wild Magic feature which replaces Wild Magic Surge

You can unleash surges of raw magic. When you cast a sorcerer spell you know using a 1st-level spell slot or higher, you can choose to trigger a wild magic surge. When you trigger a wild magic surge roll 2d8 and choose one of the dice to determine the wild surge from the surge from the Wild Magic Surge Variant table. If both numbers are the same, you also trigger a Chaos Surge as indicated on the table.

You can use this feature twice, and regain all expended uses when you finish a long rest. When you reach certain levels in this class, you gain additional uses of this feature at: 6th level (three times), 14th level (four times), and 18th level (five times).

Wild Magic Glamers

If your table enjoys wild and crazy visual and audio effects, instead of the sorcerer choosing the effects, allow each player at the table, including the DM, to choose the effects in a round-robin fashion.

Wild Magic Surge Variant
d8 Wild Surge Chaos Surge
1 A visual glamer activates on the target (you choose what it looks like). You regain all expended sorcery points.
2 A visual glamer activates that obscures your space until the start of your next turn (you choose what it looks like). You regain 5 hit points at the start of each of your turns for 1 minute or 2d10 hit points instantly (your choice).
3 You gain a cosmetic alteration until you finish
a long rest (you choose what feature is altered and how).
Creatures have disadvantage on saving throws against this spell or the next spell you cast in the next minute that involves a saving throw (your choice).
4 An audible glamer sounds which can be heard up to 50 feet from the spell’s target for 1 round (you choose what sound it makes). Treat a roll of 1 on a damage die for this spell or one you cast in the next minute that deals damage as the highest possible result on the die (your choice).
5 Two of your targets swap positions, provided they are within 30 feet of each other (you choose which targets). If the spell targets one creature, it can choose to swap places with you. For each foe within 15 feet of your spell’s target, roll a d6. On a roll or 1 or 2, it takes 2d12 acid, cold, fire, lightning, or thunder damage (your choice, which applies to each target).
6 Visual and audible glamers activate across a
30-foot radius sphere centered on one of the spell's targets for 1 minute (you choose what they look and sound like). Sounds can be heard from up to 100 feet away.
You transform one target of the spell into an inanimate object for 1 minute (you pick the object). An unwilling target must succeed on a Constitution saving throw against your spell save DC or become transformed. A transformed creature returns to its normal form when the object is reduced to 0 hit points.
7 You gain some trait that grants you advantage on one skill proficiency of your choice until you finish a short or long rest (you choose how this trait manifests). You can take one additional action immediately.
8 The ground below a target has its terrain changed in a nonharmful way (you choose how that terrain changes). You regain your lowest-level expended spell slot.

Tides of Chaos Variant

1st-level Wild Magic feature which replaces Tides of Chaos

You can manipulate the forces chance and chaos to gain advantage on one attack roll, ability check, or saving throw.

You can gain advantage this way once, and must finish a long rest to use it again, unless you trigger a Wild Magic Surge or Spell Surge, in which case you regain the use of this feature. In addition, when you cast a chaos spell (chaos barrier, chaos binding, chaos bolt, chaos mirage, chaos storm, chaos stream, chaos volley, chaos vortex, chaos wall), roll a d8. If the number rolled is less than the slot level expended to cast the spell, you regain the use of this feature.




Spell Surge

1st-level Wild Magic feature which replaces Wild Magic Surge

You can unleash surges of raw magic. When you cast a sorcerer spell you know using a 1st-level spell slot or higher, you can choose to trigger a spell surge. When you trigger a spell surge roll 2d8 and choose one of the dice to determine the effect of the surge from the Spell Surge table. If both numbers are the same, you fail to trigger a spell surge and gain no benefit; you still expend a use of this feature and don’t trigger your Tides of Chaos feature.

You can use this feature twice, and regain all expended uses when you finish a long rest. When you reach certain levels in this class, you gain additional uses of this feature at: 6th level (three times), 14th level (four times), and 18th level (five times).

Spell Surge
d8 Spell Surge
1 You gain a +2 bonus to the spell's save DC or attack roll.
2 One of your targets regains hit points or takes force damage equal to four times your proficiency bonus (your choice).
3 The spell is cast as if using a spell slot that is one level higher than you expended to cast it.
4 The spell becomes psionic and doesn’t require verbal or somatic components, but still requires material components (if using psionic powers from the Psychic and Spiritual Handbook, the spell has the psychic and glow detections).
5 You gain 1 sorcery point which you must spend before the end of your next turn or lose it.
6 Until the start of your next turn, you have damage resistance to all damage.
7 You can teleport to an unoccupied space you can see within 30 feet.
8 You regain the use of your reaction if it’s not your turn or can cast one cantrip you know as a bonus action even if you can’t do so normally.

Wild Magic Surge Variant: Controlled Usage

1st-level Wild Magic feature which replaces Wild Magic Surge

You can unleash surges of raw magic. Once per turn, you can choose to attempt to trigger a wild magic surge immediately after you cast a sorcerer spell of 1st level or higher. Roll a d20, and if the result is equal to or less than the spell slot level you expended or you expended at least 2 sorcery points to cast it, you trigger a wild magic surge and roll on the Wild Magic Surge table to determine its effects.

You can use this feature twice, and regain all expended uses when you finish a long rest. When you reach certain levels in this class, you gain additional uses of this feature at: 6th level (three times), 14th level (four times), and 18th level (five times).

Controlled Spell Surge

14th-level Wild Magic feature which replaces Controlled Chaos

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge or Spell Surge table, you can reroll one of the d8s, but you must keep the new roll.

Warlock

The warlock class receives a new feature in this section.

Nature of the Pact

1st-level warlock feature

You choose your diabolic pursuit from the options below.

Arcanist. You uncover rituals from study of forbidden or forgotten tomes and other sources. You use Intelligence instead of Charisma for your spellcasting ability and for your warlock features.

Petitioner. You used rituals to contact a powerful being of some sort to forge a pact. You use Charisma for your spellcasting ability and for your warlock features.

Pact Boon Option

1st-level warlock feature

When you choose your Pact Boon feature, the following option is available to you.

Pact of the Lens

Your patron gives you a jeweled lens which can be worn over an eye or affixed to your forehead like a third eye. While wearing it, you have a heightened sense of awareness. You can tell when a psionic power is being manifested or a subtle spell is being cast, provided you can see the manifester or caster.

In addition, after finishing a long rest, choose one Intelligence or Wisdom skill you don’t have as a proficiency; you can add half your proficiency bonus to checks you make with the chosen skill.

If you lose the lens, 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 lens. The lens turns to ash when you die.

Eldritch Invocation Options

When you choose eldritch invocations, you have access to these additional options.

Call of the Wild

You can possess a beast you can see within 60 feet of you. It must succeed on a Charisma saving throw against your spell save DC or become possessed by you. Your body enters a state of suspended animation, and you can control the creature as you see fit, using its statistics. After 1 hour or if you choose to release the beast, the possession ends and you return to your body.

Once you possess a beast this way, you can’t do so again until you finish a long rest.

Earthen Traversal

Prerequisite: 7th-level warlock

You gain a burrowing speed equal to half your walking speed.

Piercing the Veil

Prerequisite: 9th-level warlock, Pact of the Lens feature

You perceive the auras of creatures and objects and can see a spiritfont.

Third Eye

Prerequisite: 12th-level warlock, Pact of the Lens feature

You can cast true seeing. You can’t do so again until your finish a long rest.

Tactical Vision

Prerequisite: Pact of the Lens feature

You are hyperaware of threatening foes. A creature can’t benefit from having an ally within 5 feet of you.

Temporal Reinstatement

Prerequisite: Pact of the Blade feature

Your pact weapon automatically produces ammunition or returns to your hand after throwing it.

Multiclass

The Multiclass feature receives the following revision to Spell Slots and option for Level Restrictions.

Spells Slots

You determine your available spell slots by adding together all your levels of classes with full spell progression (bard, cleric, druid, sorcerer, wizard, and any class that gains new spell slots at every level), half the total of all your levels of classes with half spell progression (artificer, paladin, ranger, and any class that gains new spell slots at every even level), and a third of the total of all your levels of classes with one-third spell progression (Arcane Trickster rogue, Eldritch Knight fighter, Path of the Shamanic Adherent barbarian, Way of the Shugenja monk, and any class that gains new spell slots at every third level). Use this total to determine your spell slots by consulting the Multiclass Spellcaster table in Chapter 6 of the Player’s Handbook. Odd artificer levels are rounded up.

If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use this enhanced effect, even though you don’t have any spells of that higher level.

For example, if you are a paladin 5 / ranger 3, you count as a 4th-level character when determining spell slots: you have four 1st-level slots and three 2nd-level slots. However, you don’t know any 2nd-level ranger spells. You can use your 2nd-level slots to cast any of your 1st-level ranger spells or your 1st-level and 2nd-level paladin spells, and can benefit from any enhancement from casting the spell with a higher-level slot. For instance, when you cast longstrider using a 2nd-level slot, you can use the enhanced effect, despite not knowing any 2nd-level ranger spells.

Level Restrictions

Once you take a level in more than one class, you can’t increase the level of any class beyond 5th level until each class is at least 4th level.

Optional Rules


The options in this chapter relate to many different parts of the game. Some of them are variants of rules, and others are entirely new rules. Each option represents a different style of play. Before adding a new rule to your campaign, consider whether it improves the game or enhances the fun at your table.

Player Character Options

The optional rules in this section pertain to making player characters,

Enhanced Durability

Player characters are relatively fragile at 1st level, able to be easily killed by a single critical hit. With this option, player characters get an extra 5 (1d8) hit points at 1st level.

Lineage Feats

A lineage feat can only be taken at first level as the bonus feat from a custom lineage (introduced in Tasha’s Cauldron of Everything). A lineage feat can represent a bloodline connection or from training received while living within a culture. The lineage feats are presented in alphabetical order.

Dwarven Bloodline

You have dwarven blood in your veins, granting you the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have advantage on saving throws against poison, and you have resistance to poison damage.

Dwarven Training

You were raised among dwarves and have learned their techniques. You learn one tool proficiency of your choice, and gain proficiency with the battleaxe, handaxe, light hammer, and warhammer. Additionally, your speed is not reduced by heavy armor, provided you are proficient.

Elven Bloodline

You have elven blood in your veins, granting you the following benefits:

  • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • You don’t require sleep. Instead you meditate deeply, remaining semiconscious, for 4 hours a day like an elf. During a long rest, you can spend up to four hours engaging in light activity instead of two.

Elven Training

You have spent much of your formative years training among the elves, gaining the following benefits:

  • You learn one cantrip of your choice from the druid or wizard spell list. You spellcasting ability is Intelligence, Wisdom, or Charisma (your choice).
  • You have proficiency with the longsword, saber, shortsword, shortbow, and longbow.

Hafling Nimbleness

Prerequisite: Small size You have been trained to move and fight like a halfling, having spent many years among them, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can move through the space of any creature that is of a size larger than yours.

Orcish Bloodline

You have orcish blood in your veins, granting you the following benefits:

  • You have proficiency in Intimidation.
  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Orcish Savagery

You have spent significant time among the orcs and have adopted their brutishness. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice an additional time and add it to the extra damage of a critical hit.

Adventuring Options

This section provides options for options for adventuring.

Falling from Jumps

When you jump and fall a distance greater than you jumped, you can subtract the height of jump from the fall before calculating fall damage.

Safe Long Resting

Long rests allow a character to substantially recover lost resources, but many campaigns prefer to make benefiting from one require more effort, but without fully embracing a grittier tone. In order for a character to benefit from a long rest after 24 hours, two of the following conditions must be true. If all three conditions are met, a character benefits from a long rest after 8 hours.

  • The area and its vicinity must be safe. No hostile creature can be within 100 feet of the campsite.
  • The character must have protection from the environment. It needs a roof and enough cover to block the wind, as well as being elevated over damp or rough terrains.
  • The character must be comfortable. Most creatures need to rest in a bed with a blanket in a warm environment.

Combat Options

The options in this section provide alternative ways to handle combat.

Variant Initiative: Cunning

Initiative can include processing variables and enacting a response to changes in a stressful environment as well as simple reflex. Under this interpretation, initiative falls under the domain of cunning, and is an expression of analysis and drive. A creature adds its Intelligence modifier to it initiative roll instead of its Dexterity modifier.

Delayed Initiative

Provided you aren’t surprised, after rolling initiative, you can choose to reduce your initiative count to 1 less than another combat participant. In the event of a tie, you always go last.

You can explore allowing creatures to delay their initiative during combat, but be aware that the duration of spells, powers, and periodic effects will need to be addressed for when they occur during the round a creature chooses to delay its turn. Permitting this option will allow a creature to delay suffering the effect of a spell or condition to allow an ally to remove it before it comes into play, opening an exploitable situation for players and DMs alike that your table might not enjoy.

Stepping over Downed Creatures

You can move through a prone or unconscious creature’s space as if it is difficult terrain. This movement will provoke an opportunity attack against you from a conscious creature whose space you enter.

Variant Two-Weapon Fighting

When you take the attack Action with a one-handed weapon held in one hand, you can use a bonus action to attack with a different weapon, provided the following criteria are met:

  • Both weapons are one-handed weapons.
  • One weapon must have the light property and weigh less than the other weapon, or both weapons must have the light property.
  • Neither weapon can have the heavy or versatile property.
  • Neither weapon can weight more than 3 lbs.

You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon. If the weapon is ranged and has the ammunition property, you can’t reload it this turn even if you have a feature that normally allows this.

Focus Spells

A focus spell requires concentration like a concentration spell or power, but doesn’t require as much effort. As long as a focus spell only targets a single target, you can also concentrate on one other focus or concentration spell or power.

The following spells have their duration changed to focus with the same maximum time as listed in the spell block:

Focus Duration Spells
Spell Level Spell
Cantrip true strike
1st beast bond*, fog cloud, heroism, spider climb
2nd barkskin, beast sense, enhance ability, locate object, magic weapon, skywrite*
3rd elemental weapon, flame arrows*, protection from energy
4th bestow curse, locate creature, stoneskin
5th immolation*, skill empowerment*

Each spell is in the Player’s Handbook unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.

Power Casting

A 1st-level or higher spell with a casting time of 1 action and an instantaneous duration can be cast at a stronger version by increasing its casting time to 1 minute. Any damage received or other distraction, such as failing a saving throw or being under a negative condition, will interrupt the casting, consuming the spell slot, as will moving during the casting. While power casting a spell, the caster has disadvantage on Dexterity and Wisdom saving throws and ability checks.

A successful power casting doubles the number of dice rolled for the spell, up to a maximum number of extra dice equal to your proficiency bonus. For example, if a 7th-level cleric power casts cure wounds using a 1st-level spell slot, its target would regain 2d8 + its Wisdom modifier hit points, while if it used a 4th-level spell slot, its target would regain 7d8 + its Wisdom modifier hit points since it only has a proficiency bonus of +3.

States

States are minor conditions some of which some expire at the end of your next turn after they are applied, and others which persist until the situations which causes them has ended.

Dazed

After suffering a powerful blow, being partially blinded, or severely distracted, you may be dazed. You have disadvantage on your next attack roll and each Constitution saving throw to maintain concentration until the end of your next turn.

Disarmed

An item carried or held by you has been removed from your possession and is in a space within 5 feet of you. You need to enter this space to retrieve it as an object interaction.

Flanked

You are within the weapon reach of at least two foes which aren’t incapacitated. At least one of these foes must occupy a space opposite another in respect to you. Your AC is reduced by 2.

Don't use the flanked state in conjunction with the optional flanking rules in the Dungeon Master's Guide unless you want combat to be more deadly.

Shaken

Shaken happens when something catches you off guard or causes you to be ill from revulsion or fear. You can’t take reactions until the end of your next turn.

Surprised

You can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends.

Variant 0 Hit Point Rules

Below are some options to change how a creature behaves when it is reduced to 0 hit points or when making death saving throws.

Take a Knee

When a creature has been reduced to 0 hit points, it doesn’t immediately fall prone and unconscious. Instead its movement speed is halved and it has disadvantage on attack rolls, Dexterity saving throws and Dexterity ability checks. It can’t take a bonus action or make a reaction.

After the creature has failed one death saving throw, it becomes incapacitated. When it has failed two death saves, it falls prone and is unconscious.

Death’s Door

Failing a death saving throw is a serious proposition. Failed death saves are tracked, and once a creature has failed a total of 8 + its Constitution modifier death saves, it dies. When the creature finishes a long rest, its failed death save counter is reset to 0.

Deadlier Hits

Whenever a creature takes damage that would reduce it to −5 hp or less, it automatically fails 1 death saving throw.

Spell Revisions

Spells

The spells are presented in alphabetical order.

Find Traps (revised)

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

Your awareness of traps is enhanced. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would aid you in sensing an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but would not aid you in finding a natural weakness in the floor or an unstable ceiling.

You have advantage on Intelligence (Investigation) checks to find traps, and add your proficiency bonus when doing so, even if you aren’t proficient.

Goodberry (revised)

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a sprig of mistletoe)
  • Duration: 24 hours

Up to ten berries in your hand and are infused with magic for 24 hours or until consumed. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry counts as up to 1 pound of food for nourishment.

Mordenkainen’s Sword (revised)

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 + your spellcasting modifier force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Polymorph (revised)

7th-level evocation4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than 4. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, except its hit points. It retains its alignment and personality.

The target assumes the hit points of its new form or five times its Hit Dice, whichever is smaller. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the maximum challenge rating of the beast you can transform the target by 1 for each slot level above 4th.

Searing Smite (revised)

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns for 1 minute, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Witch Bolt (revised)

7th-level evocation1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

A beam of crackling blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. A creature must make a Dexterity saving throw. If the save is failed, it takes 1d12 lightning damage and your arc establishes a conduit between you and the target. If the save succeed, the creature only takes half the damage.

On each of your subsequent turns, you can use your action to shock a target you have established a conduit with, provided the target is within 30 feet of you. Your target takes 1d12 lightning damage. A creature must make a Constitution saving throw, and on a successful save, it takes no damage but doesn’t break the conduit.

Your conduit breaks if the target is ever more than 120 feet from you or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the initial damage dealt to the target by 1d12 for each slot level above 1st, and the damage from your conduit by 1d12 for every two slot levels above 1st.

Conjuration Spell Tables

Certain conjuration spells can summon a selection of creatures by Hit Dice. In this section are random tables to aid DMs in deciding which creatures are summoned. The DM is free to add or replace any creature on these tables to meet the situations and needs of the campaign.

When these spells are cast using a higher level spell slot, the DM can roll as many times as required or just increase the counts of a creature as desired. It is recommended that you have the stat blocks for each creature handy. Each creature is in the Monster Manual.

Conjure Animals

Conjure animals summon beasts with a challenge rating of 2 or less. Each beast has its type changed to fey.

Land Terrain

CR d10 Creatures
1/4 1 2 axe beaks, 2 constrictor snakes, and 4 wolves
1/4 2 2 axe beaks, 3 giant lizards, and 3 panthers
1/4 3 3 boars, 2 elks, and 3 giant owls
1/4 4 2 boars, 3 giant frogs, and 3giant wolf spiders
1/4 5 3 elks, 3 giant badgers, and 2 panthers
1/4 6 4 giant centipedes and 4 giant wolf spiders
1/4 7 4 giant lizards, 2 giant poisonous snakes, and 2 pteranodons
1/4 8 3 giant badgers, 3 giant owls, and 2 draft or riding horses
1/4 9 3 giant bats, 2 draft or riding horses, and 3 wolves
1/4 10 2 giant bats, 4 giant centipedes, and 2 giant frogs
CR d10 Creatures
1/2 1 4 apes
1/2 2 4 giant goat
1/2 3 4 warhorse
1/2 4 4 giant wasps
1/2 5 2 black bears and 2 giant goats
1/2 6 1 black bear and 3 crocodiles
1/2 7 2 apes and 2 giant wasps
1/2 8 1 black bear, 1 crocodile, and 2 warhorses
1/2 9 2 apes and 2 giant goats
1/2 10 2 crocodiles and 2 giant wasps
CR d10 Creatures
1 1 2 brown bears
1 2 2 dire wolves or 2 giant hyenas
1 3 2 giant eagles or 2 giant vultures
1 4 2 giant spiders
1 5 2 giant toads
1 6 2 lions or 2 tigers
1 7 1 dire wolf and 1 tiger
1 8 1 giant hyena and 1 lion
1 9 1 giant spider and 1 giant vulture
1 10 1 brown bear and 1 giant toad
CR d10 Creatures
2 1−2 1 giant boar
2 3−4 1 giant constrictor snake
2 5 1 giant elk
2 6 1 polar bear
2 7−8 1 rhinoceros
2 9 1 saber-toothed tiger
2 10 1 allosaurus

Aquatic Terrain

CR d10 Creatures
1/4 1−2 4 constrictor snakes and 4 giant frogs
1/4 3−4 4 constrictor snakes and 4 giant poisonous snakes
1/4 5−6 4 giant bats and 4 giant poisonous snakes
1/4 7−8 2 constrictor snakes, 4 giant owls, and 2 giant poisonous snakes
1/4 9−10 2 constrictor snakes, 2 giant poisonous snakes, and 4 pteranodons
CR d10 Creatures
1/2 1−2 4 reef sharks
1/2 3−4 4 sea horses
1/2 5 4 giant wasps
1/2 6 2 crocodiles and 2 reef sharks
1/2 7 4 crocodiles
1/2 8 2 giant wasps and 2 reef sharks
1/2 9 2 crocodiles, and 2 sea horses
1/2 10 2 crocodiles and 2 giant wasps
CR d10 Creatures
1 1−3 2 giant octopus
1 4 2 giant eagles or 2 giant vultures
CR d10 Creatures
2 1−3 1 hunter shark
2 4 1 plesiosaurus

Conjure Minor Elementals

Conjure minor elementals summon elementals with a challenge rating of 2 or less. Monsters on this list use the stat blocks of the creature in parentheses from the Monster Manual, but have their type changed to elemental.

CR d4 Creatures
1/4 1 3 mud mephits, 2 smoke mephits, and 3 steam mephits
1/4 2 2 mud mephits, and 2 steam mephits, and 4 frost cohorts (skeletons)
1/4 3 3 mud mephits, 2 frost cohorts (skeletons), and 3 vagrant wisps (winged kobolds)
1/4 4 any 8 mephits (mud, smoke, or steam)
CR d10 Creatures
1/2 1 4 magmin
1/2 2 2 dust mephits and 2 ice mephits
1/2 3 2 magmin and 2 magma mephits
1/2 4 4 stonescale warriors (lizardfolk)
CR d10 Creatures
1 1−2 2 fire snakes
1 3 2 burning portents (hippogriff)
1 4 1 fire snake and 1 burning portent (hippogriff)
CR d10 Creatures
2 1 1 azer
2 2 1 gargoyle
2 3 1 terra worm (grick)
2 4 1 Aquaan rager (merrow)

Conjure Woodland Beings

Conjure woodland beings summon fey with a challenge rating of 2 or less. Monsters on this list use the stat blocks of the creature in parentheses from the Monster Manual, but have their type changed to fey and their alignments become chaotic neutral.

CR d6 Creatures
1/4 1 2 pixies, 2 sprites, and 4 hind (elk)
1/4 2 1 pixie, 3 blink dogs, and 4 mandragoras (violet fungus)
1/4 3 3 sprites, 2 cait sith (panther), and 3 tanuki (giant badger)
1/4 4 2 blink dogs, 4 mandragoras (violet fungus), and 2 agathions (flying sword)
1/4 5 2 pixies, 4 sprites, 2 brownies (goblin)
1/4 6 2 agathions (flying swords), 2 hinds (elk), 2 brownies (goblin)
CR d10 Creatures
1/2 1 2 satyr and 2 unseelie cohorts (hobgoblin)
1/2 2 2 kappa (sahuagin) and 2 alraune (vine blight)
1/2 3 1 unseelie cohort (hobgoblin), 2 cu sith (worg, but Medium size), and 1 alraune (vine blight)
1/2 4 1 satyr, 2 leanan sidhe (shadow), and 1 hsiao (ape)
1/2 5 1 leanan sidhe (shadow), 2 cu sith (worg, but Medium size), and 1 kappa (sahuagin)
1/2 6 2 hsiao (ape) and 1 cu sith (worg, but Medium size), and 1 unseelie cohort (hobgoblin)
CR d10 Creatures
1 1 1 dryad and 1black hound (dire wolf)
1 2 2 rusalkas (specter)
1 3 1 spriggan (duergar) and 1 nekomata (lion)
1 4 1 apsara (harpy) and 1 nekomata (lion)
1 5 1 dryad and 1) and 1 spriggan (duergar)
1 6 1 apsara (harpy) and black hound (dire wolf)
CR d10 Creatures
2 1 1 sea hag
2 2 1 seelie courtier (druid)
2 3 1 wisp (will-o’-wisp)
2 4 1 boggart (ogre)
2 5 1 rat hengeyokai (wererat, but bite doesn’t curse)
2 6 1 hunts member (centaur)

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